Mapsplitter config files giving me a splitting headache.

uzik

25-02-2007 02:41:02

This is my first ogre project. I have a noob question about mapsplitter

I have ogre 1.4 Eihorn. I checked out ogreaddons from cvs
to get plsm2 for this version. I'm using the new version mapsplitter
compiled from cvs.

I have two bitmaps, both 2049 pixels square. One is a heightmap
the other is the color texture map. I wanted to create
65 pixel square tiles.

I assume the output of mapsplitter will be
( 2048 / 64 = 32, 32 * 32 = 1024 ) 1024 heightmap files,
and 1024 texture maps, one for each tile plsm2 loads?

If you're going to use splatting I assume the color from the
texture map tells the renderer which texture to choose for
each part of the tile?

How do you set this up in the mapsplitter config files?
I've read the wiki page at
http://www.ogre3d.org/wiki/index.php/Pa ... nfig_files
but it's as clear as stirred mud. Any help would be appreciated.

Grom

25-02-2007 19:07:56

first of all your texture map can be 2048, only the heightmap needs to be 2049. Second, you want 65 pixel square tiles, how about pages? 513 is a good page size, the map will then be split into 4x4 513x513 pages, each of which will be loaded as 8x8 65x65 tiles. I think splatting uses the height of the terrain to determine the texture, so higher areas will use mountain textures, lower areas grass, etc

look in samples/media/paginglandscape2/terrains for template.default.gen, it should tell you everything you need to know

uzik

25-02-2007 21:23:06

Pardon my stupid questions, but I haven't found the noob's
explanation page yet ;) ( I did start putting together a buzz
word dictionary though... )

by 'pages' you mean the 'quanta' of land loaded by plsm2?
So what's the difference between pages and Tiles?

If splatting uses the height, then when using splatting mode you don't
use a texture map as a picture of the landscape? I guess that mode
is 'Image'?

Grom

25-02-2007 21:47:23

the huge heightmap is split into pages, and each page is then loaded into memory and split into tiles. This allows the scene manager to only render what is necessary while still handling a huge dataset.

I haven't done splatting myself but I think you're correct in that it doesn't use a texture, instead it textures the terrain at runtime.

uzik

25-02-2007 22:00:05

Ah. I was thinking I would have to use another octree scene manager
to split the page up. Sounds like it's already implemented as tiles!

Thanks!

Ogre rocks!