nevarim
27-12-2010 09:53:15
hi all
with Ogrenewt is possible to make a ssytem to manage terrain with terrain paging? (8 tiles visible around character cell)
Thanks
Nevarim
Do you mean, one heightfieldcollision per page?
nevarim
27-12-2010 23:04:57
yes a set of heigthmap covered by 1 texture for heightmap (i have a very large world) charged when a character is moving on with collision
Do you use the new Ogre::Terrain? It can be extended with pages and you can build one heighmapcollision per page.
nevarim
28-12-2010 10:59:51
there's an example of code for to do this?
new ogre terrain is for ogre 1.7.2 or already in ogre 1.8?
Yes, but you need OgreNewt2.0 and comment in the heightfieldcollision in OgreNewt_CollisionPrimitives. Then you go through all pages from ogre terrain and build the heightfield collision. A faster way is to build this once and serilaize it with the OgreNewt::CollisionSerializer function. See OgreNewt Examples...
Ogre1.7.2 has the new terrain
nevarim
28-12-2010 23:54:40
now i 'm using 1.7.2 and i'll try tomorrow to compile all in ogre

i hope
nevarim
29-12-2010 22:10:10
hi again
conversion from vs2008 to vs2010 in demo.sln goes successful only in demo part, problem is that in that section i don't found anything on terrain declaration,
where i can find terrain paging declaration?
thanks
Nevarim
nevarim
30-12-2010 11:43:45
hi lax
ok with terrain i haven't any problem, but with this tutorial (that is code i use actually) i use only 1 terrain that is a png of 513 * 513.
i have to do a large map with many tiles of this size
the missing in this code is paging

(or i haven't understand how i use it)
I would take the ogitor-leveleditor, there you can create worlds and export it and load it with the dotsceneloader. The ogitor includes an example, how to do the main things with the ogre-terrain and how to load the world. Then you can create collisionmaps from the pages.