http://mbmodwiki.ollclan.eu/SceneObj
1111111111 = 2^10 = 1024 meters per axis.
1024m x 1024m = 1 048 576m2
scn_*.sco
Harry_ said:Is it unstable if you go to 1024?
That's what i was thinking myself. It's a shame we dont have some kind of antiportal to use.Vincenzo said:I only tested with 700 meters, You can always try 1024!
The map-size doesn't matter much for client FPS or crashes, the amount of scene props and flora you place matter though, and big maps tend to have a lot of that, good map design can prevent that from happening.
Vincenzo said:That is because of the way flora is handled, All the trees,bushes etc... that use the same material.
Their last LOD stage (lod4 if applicable or higher if not) will be batched together as one big mesh and drawn as such. That saves a load of performance.
However if your flora LOD4's are a lot of triangles and the total triangle count of all the flora using this material goes over the 64K limit per mesh the remaining vertices will not be drawn.
advantages:
[+]Insanely ridgy mountains (yeah, I know, even more).[/list] [+]Higher (and lower) seed values.[/list] [+]Completely flat terrain.[/list] [+]Desert Palms terrain type properly labeled.[/list] [+]View the actual range values.[/list] [+]Not a resource hog. [/list] | downsides:
|
http://mbcommands.ollclan.eu/terrain/
Swyter said:I've made an online client-side app that not only mimics the in-game terrain key generator but supersedes its functionality,
allowing a much higher degree of customization, understanding and tweaking of the individual options.
advantages:
[+]Completely flat terrain.
[+]Bigger scenes (up to 128.71%).
Swyter said:
[+]Insanely ridgy mountains (yeah, I know, even more).
Swyter said:
[+]Higher (and lower) seed values.
Swyter said:
[+]Completely flat terrain.
Swyter said:
[+]Desert Palms terrain type properly labeled.
Swyter said:
[+]View the actual range values.
Swyter said:
[+]Not a resource hog.
Swyter said:
downsides:
[o]None.
[o]It's free.
[o]Doesn't have a realtime 3D preview.
[o]I can't do it uglier. Please don't insist.
Code:http://mbcommands.ollclan.eu/terrain/
Also, as it's coded in JavaScript is easy to look at the source and see what's going on behind the scenes.
It can be downloaded and used offline if you like. As is self-contained.
_____________________
Makes use of a HTML5 compatible browser, preferably Chrome/ium or Safari, Firefox still don't supports stuff like sliders.
Logically, Internet Explorer it's recomended for downloading either of those ones.
Comrade Temuzu said:Im not quite sure, but is this the correct terrain code for the biggest possible map?
0x0000000050000000000fffff000000000000000000000000
[url=http://mbcommands.ollclan.eu/terrain/#0x0000000050000000000fffff000000000000000000000000]http://mbcommands.ollclan.eu/terrain/#0x0000000050000000000fffff000000000000000000000000[/url]
smurfkidharley said:Ok, i know this is a really nooby question but, how do i actually put the generated terrain code to use? What files do i have to edit or whatever it is i have to do to make the map larger now that i have this code? Sorry about this stain on your thread, but i'm new to making maps so naturally i have no idea what i'm doing. Thanks in advance
module_scenes.py
scenes.txt
("random_multi_plain_large",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000000fffff000000000000000000000000",
[],[], "outer_terrain_plain"),# Random Plains (Large)
_Sebastian_ said:Hmm.
I cant get a size over 500x500 meters ingame, doesnt matter which value the terrain code has.
The scene size is always 500m.
The scene should be 1023x1023.
Does anyone know whats wrong with it?
Code:("random_multi_plain_large",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000000fffff000000000000000000000000", [],[], "outer_terrain_plain"),# Random Plains (Large)