Hi

Maybe see if you can see Fossi on the irc (most CS peoples are
tere at european hours), he is working on paged terrain now,
so i think him and res2k who wrote the terrain shader and Lod
stuff may be the most able to help you.

Orogor

> Hi
> 
> Thnx for the tipps!
> I tried the Cavan solution. But as we would like to have some  
> textures on the terrain too, it wasnt a solution for us.
> 
> We desided to use the following settings:
>       <lodvalue name="splatting distance">20</lodvalue>
>       <lodvalue name="block resolution">8</lodvalue>
>       <lodvalue name="block split distance">4</lodvalue>
>       <lodvalue name="minimum block size">32</lodvalue>
>       <lodvalue name="cd resolution">256</lodvalue>
>       <lodvalue name="lightmap resolution">2049</lodvalue>
>       <staticlighting>yes</staticlighting>
>       <castshadows>yes</castshadows>
> 
> with an material map of 2048px.
> 
> The  "splatting distance" seems to be the most critical
parameter for  
> the framerate.
> so we will let the user decide at the beginning, how fast its  
> computer is and then change the amount of the "splatting
distance"  
> from 0 - 200.
> 
> this solution will hopefully only be temporarily.
> we still have unsolved problems with the terrains:
> the mountains at the horizon are jumping from one shape to
another  
> (totally different one).
> 
> kind regards
> mathias
> 
> 
> 
> Am 31.07.2006 um 22:06 schrieb Manuel Padrón Martínez:
> 
> > Hi:
> >
> > We made a similar project (look at cavacan screenshots on
crystal
> > website). Our solution was use a lot of terrain objects
(66) with  
> > only one
> > texture per terrain(no  material map). We get a "decent"
speed (30 fps
> > almost all the time) But with this solution we got
problems in the  
> > unions
> > of the terrains object (one terrain at one lod level and
another  
> > terrain
> > at other level makes appears holes) so we use lower lod
values (so  
> > almost
> > all the time we had the same lod level in all the terrain
objects)  
> > and it
> > goes over 20 fps but that works for us.
> >
> > We have 66 textures of 2048x2048 px (using DDS speed up a
lot the  
> > loading
> > time) and the terrain was the "El Hierro" Island size
(thats 30 Km  
> > X 25 Km
> > aprox.) with a heightmap of 3000x3000 points (one point
every 10  
> > meters)
> >
> > We are now working in a new project for even bigger
terrains and we  
> > are
> > now fighting in how can we made to load and unload a lot
of texture
> > more... in a few months maybe we have a better solution :)
> >
> > If you have any question... just ask :)
> >
> >
> >> hello
> >>
> >> our project needs and is using huge terrains (over 4km).
> >> therefore I used:
> >> terrainmaps with 2049px.
> >> materialmap with 2048 / 2049px.
> >>
> >> problem 1)
> >> the size of the material map is fixed to a resolution of
512px.
> >> so I changed this value to 2048:
> >>
> >> CS/plugins/mesh/terrain/brute/brute.cpp: 222:
> >> res=2048;
> >>
> >>
> >> problem 2)
> >> the frame rate with such a big material map is very slow!
> >>
> >>
> >> any suggestions how to speed this up?
> >>
> >> kind regards
> >> mathias
> >
> >
> >
> >
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