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#1 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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[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. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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Last edited by CodeRedFox; 04-23-2009 at 11:31 PM..
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#2 |
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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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[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking." Hitperson:"well done, treasure it forever." [R-DEV]Rudd:"if a pidgeon lands on the phone line I lose internet for 3 days" [R-DEV]Chuc:"Pro man, pro." (yes, it was about me) [R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that." |
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#3 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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This is the exact problem.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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#4 |
![]() Join Date: Jun 2007
Location: New Zealand
Posts: 8
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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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#5 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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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. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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#6 |
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PR Mapper Team
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#7 |
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Retired PR Developer
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 6,120
Blog Entries: 9
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OH Duh LOL yes
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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#8 |
![]() Join Date: Oct 2008
Posts: 212
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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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#9 |
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PR Artwork Team
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maximum allowed 'amount of polygons' is 1024x1024.
Therefore the only way to get a 4km map is to use a 1024 scale 4. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
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#10 |
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German Forces Mod Leader
![]() Join Date: Mar 2007
Location: Munich,Bavaria
Posts: 1,654
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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 [R-DEV]marcoelnk; 12-07-2008 at 02:59 PM..
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| Tags |
| 1km, 2km, 4km, diffrence, info, map, morphing, polygon, problems, terrain |
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