Hi David,
Map stitching is on my to-do list and I will get to it
in turn. However, the writing of the SDK is taking
precedence over just about everything, so it's
unlikely that I'll have something to show until next
year.
> I see no reason that if you can create that vast
array of
> smaller tiles you can't bring them in together in
say, a series
> of rows and then write them out as a single giant
RAW file...
> read in a row of tiles, then then read across each
row of
> pixels in each file writing them out to a single RAW
file.
I might pencil that in as a little demo for the SDK,
either as a standalone app or as a plugin. It's fairly
straightforward, as you say.
Coincidentally, it is possible to export mosaic
terrain maps as one big RAW file using the standard
export wizard in L3DT, although you can't do it
row-by-row.
Cheers,
Aaron.
--- ddougher <ddougher@...> wrote:
> I have seen some discussion in the boards about what
> I think of as a
> terrain stitcher" that is, the ability to work with
> a set of small tiles
> which would then stitched together to make a larger
> terrain. This might
> solve some of the issues with trying to get the
> detail into the game world
> we are seeking. I am sure it creates a number of
> problems, not the least of
> which is getting the tiles to come together so that
> the seams are reasonably
> placed without giant tears. It would be a useful
> feature. I think it would
> fit into the overall desire to be able to create
> really large terrain and
> terrain textures. So it is one thing that gets my
> vote -- along with being
> able to stitch together mosaic tiles and textures
> under export. I see no
> reason that if you can create that vast array of
> smaller tiles you can't
> bring them in together in say, a series of rows and
> then write them out as a
> single giant RAW file... read in a row of tiles,
> then then read across each
> row of pixels in each file writing them out to a
> single RAW file. In the
> end, you would process through all the tiles row by
> row and end up with one
> single file. Since RAW has not special embedded
> info anyway, you then just
> need to close the file when you have finished the
> last row of mosaic tiles.
> This could even be done as an external utility...
> Hmmm. Makes a note to look
> at the SDK when it is ready...
>
> <unsolicited plug to the guys who are looking at the
> project for recreating
> Middle Earth terrain>
> We are working with the new Atlas terrain engine in
> GarageGames' new Torque
> Shader engine. It is the first terrain engine that
> I have seen than can
> handle the size terrains that you are proposing to
> create at real world
> framerates. It still has some issues with
> generating the terrain and the
> import.conversion of the texture to lay on the
> terrain, but overall it is a
> marvelous piece of work... You might want to check
> it out.
>
>
>
> [Non-text portions of this message have been
> removed]
>
>