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digitalcenturion

Infinite terrain troubles

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Hi again

it's me your resident troubled v3 mapper. Aaanyways, I'm having some problems with infinte terrain on my map. If i dont enable infinte terrain i get large "walls" around my map, ie random terrain is some 100m higher then the surrounding terrain. Whats up with that. And if i enable true random terrain, like this

		class OutsideTerrain {
		satellite = "\DGC\DGC_TAKIST_N\data\s_satout_co.paa";
		enableTerrainSynth = 1;

		class Layers {
			class Layer0 {
				nopx = "\DGC\DGC_TAKIST_N\data\sm_redsand_detail_nopx.paa";
				texture = "\DGC\DGC_TAKIST_N\data\sm_redsand_detail_co.paa";
			};
		};
	};

it just goes bonkers on me with terrain lines drawn all over and generally very troublesome looking terrain. So now i cant even get my basic crappy stretched P.O.S. terrain working, i get walls around my map (which is suitable in a way coz it makes it feel like a big sandbox which is, in essence, what it is). So any help on the subject matter would be welcome, i read about some other method but couldnt find anything on it, it was called EnableInfiniteTerrainForUtesWorlds or some such?

´Thanks!

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Don't start me on infinite terrain... I get holes in the sea when I turn it on :(

Currently I'm just leaving it off - the hell with what the land looks like outside the borders - as long as it's consistently OK within the play area...

Just one thing I noticed from above though...

Assuming you have a "DGC" namespace on your P:\ drive - with a "DGC_TAKIST_N" project folder inside that (the usual setup, in other words)...

Shouldn't the paths above all be like this?

satellite = "DGC\DGC_TAKIST_N\data\s_satout_co.paa";

rather than...

satellite = "\DGC\DGC_TAKIST_N\data\s_satout_co.paa";

B

Edited by Bushlurker

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that didn't do it, but thanks for the tip..

anyone got any idea what the EnableInfiniteTerrainForUtesWorlds thing was, i spotted it in another thread on the subject...?

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When you think about using "infinite terrain" is just as you intend to play some roulette.

I have done many experiments with the procedure and I have got the same issue, big walls, or hole in the water ... and random islands west of Jutland ...

Those experiments suggest that the procedure is building terrain along polar coordinates, the pole being the map centre, I have not yet found when and how the things are triggered ... so I have found ways around the hole in the water by modifying the map [side note : I can do that on my fantasied Sbrodjistan map , but Bushlurker can't change Scotland shape :(] but I haven't found yet not a real recipe. So I must some times use water textures to hide the holes as I have done on Brik.

For the walls, well ..., I suggest not to use "terrain vertices" tools on Visitor to smooth the terrain as you can do for islands. You must build the terrain as you want it before opening it in Visitor3, with an already smoothed/edited grey-level pic and the right .pbl to go along.

Edited by Old Bear

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