guru
23-02-2009 15:58:47
We are working on a free open source exploration game and I have some questions about the terrain, maybe someone with more experience can shed some light.
I got PLSM to work fine on linux in much less time than expected. The buil horror rumors are wildly exaggerated
I generate my heightmap/textures in World Machine 2 using tiled output. I have an area of 64x64km. Using a tile resolution of 1024x1024 and 12 tiles per side, I get 144 heightmap images with a detail scale of about 5 meters/pixel.
Is there a way to directly feed these images directly into PLSMs MapSplitter without first having to merge them into a single (huge!) file? Do I even have to use MapSplitter when I already have split heightmaps?
Also, is this a reasonable resolution for an FPS game? I feel that 5m/px might lack in detail?
And finally, what visibility range can I expect with PLSM2 and that kind of terrain resolution (or higher) on modern gfx hardware like 8800gt+?
Thanks
I got PLSM to work fine on linux in much less time than expected. The buil horror rumors are wildly exaggerated
I generate my heightmap/textures in World Machine 2 using tiled output. I have an area of 64x64km. Using a tile resolution of 1024x1024 and 12 tiles per side, I get 144 heightmap images with a detail scale of about 5 meters/pixel.
Is there a way to directly feed these images directly into PLSMs MapSplitter without first having to merge them into a single (huge!) file? Do I even have to use MapSplitter when I already have split heightmaps?
Also, is this a reasonable resolution for an FPS game? I feel that 5m/px might lack in detail?
And finally, what visibility range can I expect with PLSM2 and that kind of terrain resolution (or higher) on modern gfx hardware like 8800gt+?
Thanks