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Old 2008-12-06, 02:04   #1
CodeRedFox
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Default 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.
  • Flat ground: Image show what flat ground looks like.
  • Share Incline: Image show what allot of areas on Feyzabad look like (little more drastic here). See the stretched polygons? The game doesn't like this. and at distance tries to un-stretch the polygon.
  • Smooth Incline: Image show how the BF2 engine prefers the ground to be. Very little stretching.

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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Old 2008-12-06, 02:41   #2
=Romagnolo=

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Default 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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Old 2008-12-06, 02:55   #3
CodeRedFox
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Default Re: [Info] Problems with 4km vs 1km

This is the exact problem.



"apcs, like dogs can't look up" - Dr2B Rudd
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Old 2008-12-06, 03:23   #4
CoOlaiD
Default 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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Old 2008-12-06, 03:46   #5
CodeRedFox
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Default 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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Old 2008-12-06, 03:47   #6
Rhino
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Default Re: [Info] Problems with 4km vs 2km

fixed your title and a little bit in your topic, a 1024x2 map is not 1km, its a 2km squared map

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Old 2008-12-06, 04:03   #7
CodeRedFox
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Default Re: [Info] Problems with 4km vs 2km

OH Duh LOL yes



"apcs, like dogs can't look up" - Dr2B Rudd
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Old 2008-12-07, 14:19   #8
wuschel
Default 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.
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Old 2008-12-07, 14:25   #9
Pride
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Default 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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Old 2008-12-07, 18:52   #10
marcoelnk
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Default 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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