Terrain Morphing 4km vs 2km

Information and tutorials related to modding BF2.
Madhouse
Posts: 230
Joined: 2007-12-08 00:18

Re: [Info] Problems with 4km vs 2km

Post by Madhouse »

Say, the map isn't going to have any aircraft, would that allow us to smooth the map less?
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Info] Problems with 4km vs 2km

Post by space »

Madhouse wrote:Say, the map isn't going to have any aircraft, would that allow us to smooth the map less?
The morphing is alot more apparent in aircraft, due to the fact that you cross the zone where the resolutions change, much faster.

Its still very apparent on foot or in road vehicles though.

Ive just been spending another couple of hours removing some morphing from my map :/ As a rough estimate, I would say that you cant get away with anything more than a 45 degree angle change over the space of 3 terrain grids. After youve been mapping for a bit, you start to get a feel for what will morph and what will not.
Deer
Posts: 1603
Joined: 2005-03-17 09:31

Re: [Info] Problems with 4km vs 2km

Post by Deer »

In very first setup when you start making map and you select how many polys and what scale map it is... there is also something like "low res scale" is it that option which makes terrain change so much when you go close, or is "low res scale" surrounding terrain's scale, or both ?

If you make scale 2 map, low res scale is 8 by default, if you change normal scale to 4, low res scale automaticly changes to 16

Makes me think if you set low res scale to 8 for scale 4 maps, there shouldnt be any worse problems than there is in scale 2 maps..?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Info] Problems with 4km vs 2km

Post by Rhino »

low rez scale is surrounding terrain, just leave it at default unless you know what your doing since otherwise it will mess up your surrounding terrain.
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mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: [Info] Problems with 4km vs 2km

Post by mp5punk »

so does this mean i cant have big mountains on my map?
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Info] Problems with 4km vs 2km

Post by J.F.Leusch69 »

you can, but you need to smooth them out so there wont be any LOD (level of detail) conflicts at distance. you can see that a bit on nearly all PR maps, even if there are very good hidden :)
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Info] Problems with 4km vs 2km

Post by CodeRedFox »

You cant get away with anything more than a 45 degree angle change over the space of 3 terrain grids.
Thats what I came to as well, you get a cookie
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"apcs, like dogs can't look up" - Dr2B Rudd
Black Magic
Posts: 6
Joined: 2009-08-20 02:23

Re: [Info] Problems with 4km vs 2km

Post by Black Magic »

Thanks now i need to sort my texture problem on my map!
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