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Modding Tutorials Information and tutorials related to modding BF2. |
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2008-12-06, 02:04 | #1 |
Retired PR Developer
Join Date: Nov 2005
Posts: 5,886
United States of America
Location: ZZ9 Plural Z Alpha
Blog Entries: 9
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Terrain Morphing 4km vs 2km
[Info] The polygon diffrence between a 2km (12024x2) and a 4km (1024x4) maps.
Hello mappers, Heres some quick Info on Terrain LODS when dealing with 4km maps. The image above represents how the BF2 engine creates ground. A series of polygons. A 1km map will have 1024 x 1024 polygons in a box formation. Now a 4km has the same 1024 x 1024 but is stretched out 400% bigger. So where you had 4 polygons you now have only one.
Blue color is the polygon size of a 1km map Green color is the polygon size of a 4lk map (Polygons are twice a big/scaled) Stretching at distance. As you can see without smoothing surfaces the engine tries to smooth it at a distance. As you move closer the engine returns the polygons to its correct shape. Hope that helps all of you. |
"apcs, like dogs can't look up" - Dr2B Rudd |
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Last edited by CodeRedFox; 2009-04-24 at 02:31..
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2008-12-06, 02:41 | #2 |
Join Date: Dec 2006
Posts: 4,650
Brazil
Location: Brasil with S, not Z, Z makes it ugly.
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Re: [Info] Problems with 4km vs 1km
So, was it that messed your new map ? I see it a lot in kashan in the moutain parts. Good to know, thank you for the research.
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2008-12-06, 03:23 | #4 |
Join Date: Jun 2007
Posts: 7
Location: New Zealand
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Re: [Info] Problems with 4km vs 1km
and is there absolutely no way of working around it? and if u import terrian in from max or sum other model software? i know it a pain but dose the same problem occur?
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2008-12-06, 03:46 | #5 |
Retired PR Developer
Join Date: Nov 2005
Posts: 5,886
United States of America
Location: ZZ9 Plural Z Alpha
Blog Entries: 9
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Re: [Info] Problems with 4km vs 2km
Yes the way you work around it is smooth it out
You could possibility add the ground in as a static but all of our tests have been bad. |
"apcs, like dogs can't look up" - Dr2B Rudd |
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2008-12-07, 14:19 | #8 |
Join Date: Oct 2008
Posts: 224
Europe
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Re: [Info] Problems with 4km vs 2km
I am not into mapping, but here is my question:
Would it not help to use 4096x1 instead of 1024x4 for a 4km? As I understood it, we speak about a "polygon stretching problem". With more points in the map, maybe we could take some some strain out. |
2008-12-07, 14:25 | #9 |
Retired PR Developer
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Re: [Info] Problems with 4km vs 2km
maximum allowed 'amount of polygons' is 1024x1024.
Therefore the only way to get a 4km map is to use a 1024 scale 4. |
eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
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2008-12-07, 18:52 | #10 |
Retired PR Developer
Join Date: Mar 2007
Posts: 1,579
Germany
Location: Munich,Bavaria
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Re: [Info] Problems with 4km vs 2km
it somehow works to create a 2024 x 2024 map but only if everything that is bigger than 1024 x 1024 is water afaik.... and it will be quite buggy i assume. so dont try that.
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Last edited by marcoelnk; 2008-12-07 at 18:59..
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Tags |
1km, 2km, 4km, diffrence, info, map, morphing, polygon, problems, terrain |
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