Vanguard - nice terrain, how?

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10 comments, last by GameDev.net 18 years, 3 months ago
Hi guys, i've just seen Vanguard site, the terrain is really interesting, looks like a combination of roam, but strange, texturing is very detalied. Any idea how this was made? TIA.
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Hmm I went to their website, the screenshots I saw were 'meh'. can you link to any screens you think look good? The terrain looked like simple splatting.

The grass was very nice though (very fine, and seemed to go on forever).
Check here lots of screens:

http://www.vanguardsoh.com/screenshots.php

I am really interested about outdoor engine, looks very good.

TIA.
Hi clouds,

what makes you think it's ROAM?

Constantin
Quote:Original post by clouds
Hi guys, i've just seen Vanguard site, the terrain is really interesting, looks like a combination of roam, but strange, texturing is very detalied. Any idea how this was made?

The website claimed that the engine in use is EPIC's Unreal engine, so you may look there for tech features.
Quote:Original post by conman
Hi clouds,

what makes you think it's ROAM?

Constantin


The view distance is really high, only ROAM can handle it. I doubt GMM is used.

However.. i found that ROAM can be used in combination of texture tiling. However, is not easy to implement in my opinion.
Quote:Original post by haegarr
The website claimed that the engine in use is EPIC's Unreal engine, so you may look there for tech features.


Hmm, not to much info in that case, i dont think EPIC guys will tell something about it.

Quote:The view distance is really high, only ROAM can handle it. I doubt GMM is used.


What makes you think only ROAM can handle large view distances ?

ROAM as an algorithm is now obsolete - too much stress on the CPU. If they are indeed using ROAM, it would be a poor choice. Unless we're talking about ROAM 2..

Y.
Quote:Original post by clouds
Quote:Original post by haegarr
The website claimed that the engine in use is EPIC's Unreal engine, so you may look there for tech features.


Hmm, not to much info in that case, i dont think EPIC guys will tell something about it.

May be. I've found only this Citation about UE3 (don't know what version is used by Vanguard):
Quote:http://www.unrealtechnology.com/html/technology/ue30.shtml
Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.

This doesn't says anything of _continuos_ LOD, as ROAM is a kind of.

Thinking of the layering system of at least UE2, then ZealousEngine is right in principle with the splatting texture technique. There were several texture layers possible, composed by using alpha blending.
If it is using the Unreal2 base, I've used Unreal on two projects and ROAM is not used (nor is any continous LOD'ing algorithm). This is pretty easy to figure out...make a map using the publicly available Unreal2/UT2004(???) editor then run that level with wireframe on.

http://udn.epicgames.com/Two/LevelOptimizationTerrain

Antiportals seem to be the main mechanism for occlusion/optimization:

http://udn.epicgames.com/Two/LevelOptimizationAntiportals

I have no clue what's going on in UE3.

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