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Aaah! The warts!

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I've never liked the Ogre TerrainSceneManager. Here's a list of the problems I've found today when trying to make it do my bidding:

1) The texturing options are... limited.
2) The detail texture fades out way too quickly, and there's no way to increase the distance at which it's applied.
3) I got a crash when trying with a 1025x1025 terrain size, but that MAY have been user error in the config file.
4) However, things shouldn't crash because of bad data.
5) And while the documentation says that the terrain can be put into pages, the Heightmap page source actually only deals with a single page.

I know there's a Paged terrain scene manager for Ogre, which looks good on paper. It is, however, only available as a source checkout as far as I can see, and has lots of dependencies I don't want to go track down. I'll wait and see whether it'll show up as a built SDK for 1.4, and maybe I'll switch to it then.

Meanwhile, I'm accepting the warts! Really!

In other news, I wrote a simple state machine manager, which I intend to use to drive the top-level game state. (Main menu / loading level / in config screen / etc). Hopefully, starting at the top will let me avoid the "demo syndrome."
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1) The texturing options aren't limited at all, look at my screenshot. You just have to use CustomMaterial= with a shader or multipass splatting or something.
2) See #1
3) Make sure PageSize is 1025 and the texture is 1025x1025(NOT 1024!)
4) It probably throws an exception in Ogre.log, have you checked?
5) If you need paging, you should be using the Paging Landscape Scene Manager anyways...(Tuan should have a 1.4 SDK out soon..)

Anyways, if you need any help with TSM, don't hesitate to ask :)

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I've been putting a lot of effort lately into doing the state management for game state stuff myself. I've been locked in demo mode for so long, this is alien territory for me. Having fun with it, though.

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Nebula 2 -- I haven't checked it out for a year and a half or so, but when last I did, it didn't come together for me. The art path through 3ds Max also didn't work well for me. In fact, almost all of the engines fall down in having crappy, buggy exporters for Max. The difference between the license cost for NetImmerse/Gamebryo, and Ogre3D, has more to do with the tools support, than with the actual capabilities, as far as I can tell. (I evaluated Gamebryo for work a while back)

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