a lot of options not working

telbooze

08-12-2006 18:14:19

My terrains always come out jagged and spikey. They look smooth from a distance, but when I move in close they are very jagged.
HeightMapBlurFactor crashes the mapsplitter if I enter a value between 0-1. only a value of 1 works, but then the terrain is flat, and really really extra spiky.

Also lightmaps come out completely blank, just grey, and coverage maps come out empty (not even blank, just empty, nothing).

tuan kuranes

09-12-2006 12:56:36

HeightMapBlurFactor crashes the mapsplitter if I enter a value between 0-1
strange, have to look at that.

Anyway best results comes from exporting as 16bits raw or png heightmap from the terrain modeler

Lightmap needs carefull scale value use.
Coverage needs heights specified in config file where terrain material changes

telbooze

13-12-2006 03:28:04

More problems, now:

How do I affect the LOD distances? I need to control it or my collision mesh wont match.

MaxPixelError seems to do nothing, if I set to 1 or 64 theres no difference, is it supposed to affect LOD?

MaxRenderLevel - if I set to any value other than 100, it gives assertion error

LODMorphStart also seems to do nothing.

tuan kuranes

14-12-2006 14:33:13

Distance AND terrain tile roughness is used in Lod Choice. Read Ogre plsm2 Wiki about parameters. if you want not to use Roughness but only distance, use "DistanceLOD", and "RoughnessLod" to false