64 X 64 Terrain RaceTrack?

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Hiya all,

I am making RaceTrack of 64 X 64 Terrain in T.ED but when I look at the terrain....it is so HUGE!!!

Do you think I should go for 32 X 32 instead of 64 X 64 even thought 64 X 64 Terrain have much more room.

It just I am unsure which why I ask you all.

The detail will suffer if you go for 32x32 IMO. I don't like grid terrains personally, as you use a lot of detail for parts that really don't need it, and sometimes don't have enough for areas that do need it.

I understand that easy of use though :o)

@Ross C: Would you tend to go for large meshes instead then?

You can use tools>world scale to scale the 64x64 to a more 'localized' size while still maintaining the level of detail.
Personally i would use 2x2 blocks of 32x32 (or even 4x4 16x16 blocks) as you can hide or block collisions on the unused geometry -until it is needed in order to speed things up.

Strangely enough, in blitz i have found 2x2 32x32 much more efficient on the frame rate than 1x1 64x64 block with no interference or cleverness involved.

To do what Ross_C said: (If you want to use blitz'z dynamic LOD terrains (createterrain())
Then rather than use a mesh, simply export your 1x1 64x64 map from TED as a heightmap and texture it with the supertexture (also exportable) and texture the blitz terrain with that instead. A "Supertexture" is simply a high res aerial shot of the terrain block and so does not look as crisp as the vertex alpha.
However, you can cheat this by using the second set of blitz UVs to provide a blended tiled detail map on another texture layer to get some visible 'roughness' and it helps it look less blury.
As you are doing a racing game that requires extra speed and smoothness i would reccomend this dynamic terrain option.

Interesting :)

I have to cut down on Ploygens as I got race track, mountain and I was going build tunnels and ramps too but I Think like what Ross C said...the framesrate in Blitz/Cobra would stuff because I put either huge terrain or huge amount of ploygens on the screen that I dont need.

In fact, Blitz/Cobra have create shape such as CUBE/Long Tube(which is good enough to make a tunnels)

How do You build a Tunnels in T.ED(I would be interesting to know how please)?

What i would do is this:
Use the level tool to make a canyon and line it with imported tunnel sections, then import your premodelled tunnel mouths and the drag tool to close the terrain just around the mouths of the tunnels. You can also model the entire tunnel as one unit and import it as a prop too if you want to. Dont forget you can re-import ted made mini-sections (eg, 16x16) as props which may be useful too :)

If you are talking about making holes in the terrain then unfortunately that is not possible in the editor itself except for where there is a seam (between 2 blocks). In this instance you can use the drag tool to open a hole.

Bleh! I used 128x128 terrains in my old Quad2 game without a problem! :-) and I'm talking a celeron 1.2ghz with an intel 80810 gfx chip.

So i fail to see why its going to be a problem? :-)

Its not a problem at all really, TBH ive not had speed problems on mesh terrains of that size on modern hardware either :)
4x4 32x32 (128x128) ran perfectly smooth on my old 800Mhz duron + geforce 4.
Went slower if i used 2x2 64s though :/