Topic: Heightmaps and memory

I've been playing around with an idea I had for a map with very high cliff walls. 

Basically, on a 1024 scale 2 sized map, I raised one half of the terrain (highland) and lowered the other half (ocean) as much as the editor would allow.  I then cut a river system into the highland that empties out into the ocean.  However, I began to wonder if this kind of extreme terrain would cause problems down the road. 

So before I continues... Will I run into memory limitations or any other kind of problems?  Can the BF2142 engine handle this?

2 (edited by DS_Imperial 2007-10-26 22:04:01)

Re: Heightmaps and memory

It should be able to handle it all right, however realize by default the difference between highest and lowest point is huge, a lot more than you could possibly need to use.  You may want to bring them a bit closer together and just raise the water level.

http://www.dsgaming.net/imperial/fssig.jpg
http://miniprofile.xfire.com/bg/co/type/2/dsimperial.png
http://stats.fsmod.com/sig/trooper.Imperial.png

Re: Heightmaps and memory

The heightmap is simply a black and white image, The terrain apperance shouldn't effect lag in anyway.

General Un-Co,
                         Signing off
http://www.fsmod.com/img/unco_sig.jpg

Re: Heightmaps and memory

DS_Imperial wrote:

It should be able to handle it all right, however realize by default the difference between highest and lowest point is huge, a lot more than you could possibly need to use.  You may want to bring them a bit closer together and just raise the water level.

Yes the difference is huge indeed smile.  Makes for some pretty cool vantage points.  The map started out as a gimmick for me to fly my a-wing through the canyon pass and has been evolving since.

The idea would be to work your way up from a beach landing to the main imperial base on the plateau through a succession of CPs and increasingly elevated terrain.  The gamemode would be like the Endor Strike Team map.  Linked CPs that cannot be recaptured.  Some CPs can only be accessed by crossing the river canyon using bridges, crazy speeder-bike drivers or air troop transport (if/when they are added).

FSDev| General Un-Co wrote:

The heightmap is simply a black and white image, The terrain apperance shouldn't effect lag in anyway.

My title is misleading, sorry.  My concern isn't the heightmap itself.  It is that by lifting and lowering the terrain in this manner creates a whole new (vertical) plain.  With the cliff walls running the length of the map along with the walls of the river I was thinking that there might be problems processing and rendering all this extra real estate.

But if the terrain appearance won't impact performance I should be alright.

Re: Heightmaps and memory

The big issue you may have is the cliff walls will look a bit goofy if you don't play with the settings for the texture your using.  Sometimes it can look stretched too much, so watch that.   You do realize your talking about a HUGE difference between black and white areas on the hightmap, right?   Try it with the default setting of 163 meters (I think that's the default) and then try lowering that number and see what you get.  It may look impressive to have it at full value, but gameplay may suffer with it too.  That's half the fun of mapping, is trying all these things out to see what you can get.

http://www.bloodycompany.net/images/firststrikesig.jpg

Re: Heightmaps and memory

Zyth wrote:

My title is misleading, sorry.  My concern isn't the heightmap itself.  It is that by lifting and lowering the terrain in this manner creates a whole new (vertical) plain.  With the cliff walls running the length of the map along with the walls of the river I was thinking that there might be problems processing and rendering all this extra real estate.

But if the terrain appearance won't impact performance I should be alright.

You're not rendering a new vertical plane.  You're rendering terrain that is always there, just in a different position.  It wont make a difference, but I can't imagine it will look good, especially with the textures stretched out across it.

http://www.dsgaming.net/imperial/fssig.jpg
http://miniprofile.xfire.com/bg/co/type/2/dsimperial.png
http://stats.fsmod.com/sig/trooper.Imperial.png

Re: Heightmaps and memory

I don't think you should have any problems,unless your doing something different to what I think you are.

Post a screenshot so I know what you mean.;)