View Full Version : More Megatextures in one Map
General.Jung
07-19-2007, 12:55 PM
Hello Forum,
Can I make bigger Megatextures than 1GigaPixel for a Level?
Is it possible to create a larger Map with 3 Megatextures?
Will be a Megatexture Maker in the SDK?
moonshield
07-19-2007, 01:18 PM
That doesn't make sense. The MegaTexture is meant to be one unique texture per Map, so you should just increase the size (if possible). Also, how do you want to distribute a map with > 1GiB size?^^ And there is a MegaTexture tool in the SDK, read the DevBlog.
Kamikazee
07-19-2007, 02:35 PM
Just wait and see. ;)
General.Jung
07-19-2007, 02:44 PM
Hello moonshield,
thanks for your friendly post. You can increase a MegaTexture, the question is if it is possible in Enemy Territory: QUAKE Wars. The MegaTexture have no rule in its name included which says you can only use one MegaTexture per map. Firstly the MegaTexture make it easier to draw the gound at all, prevent clipping and save units. Further look at my Attachment! Is it only a draw cut or some little textures completing the map at the end?
Source: http://www.answers.com/topic/megatexture
murka10
07-19-2007, 03:20 PM
that thing way behind is a skybox.
General.Jung
07-19-2007, 05:31 PM
Hello mukra,
that thing way behind is a skybox.
I already made maps please stop that complacent useless junk. I proceed on the assumption that you guys note really know much about the SDK, otherwise I can not understand what effect this statements should have. So for those who are really interested in Mod Making. I just downloaded the SDK Interview again and it is not possible, I think this Interview was on QUAKECON, to use multiple MegaTextures. The Sound Quality is really poor so I could not understand what the Developers said exactly. For those who have really problems with prepubertal impaired vision I update my screenshot. Half of the people can only make silly verdicts.
Kamikazee
07-19-2007, 06:16 PM
I always heard you can only have 1 MT at one single time.
As for your screenshot, I gues it's just a place where the devs stopped painting the MT or where some of the tools must have made a mistake. I would recommend to post this on the bug forum, at least it looks like a texture bug.
However, it might as well be a different model which was added as an extra border between the MT and the skybox. We won't know for sure, unless we open the map file. (Or dissect the MT models...) It would be nice to have a developer chime in.
Anyway, I'm pretty sure it doesn't work like BF where you just set up the type of terrain the map will look like once outside the borders. I believe you still have to form a box sealed off from the void and thus are completely in control of how the border of the map looks like.
General.Jung
07-19-2007, 06:26 PM
Hello Kamikazee,
thanks for your post. I heared in the interview that it is possible to make bigger maps so there must be any solution for it maybe a bigger MegaTexture. You can find the interview at the source link.
Source: http://community.enemyterritory.com/forums/showthread.php?t=5225
Sublim3
07-19-2007, 07:51 PM
Well larger MT support looks like there being (have been?) made.
"The next version of MegaTexture will support larger scenes, approximately 131072x131072 pixels in size."
zig-zag
07-19-2007, 08:45 PM
It looks as though 1 megatexture is used, then mirrored at its borders to extend it beyond the playfield. That screens appears to be a misalignment of that. Next id engine, called Tech5, will allow multiple MTs to render many things, not just terrain.
moonshield
07-19-2007, 11:00 PM
It looks as though 1 megatexture is used, then mirrored at its borders to extend it beyond the playfield. That screens appears to be a misalignment of that. Next id engine, called Tech5, will allow multiple MTs to render many things, not just terrain.
No. It's still using 1 MT AFAIK^^. Having multiple MTs doesnt make much sense imo, unless you mean bump/specular/height etc maps.
zig-zag
07-20-2007, 12:57 AM
J.C. mentioned MTs could be used on different object, like a building having a single texture for the walls, so theres no tiling involved.
edit: Megatextures: As expected, it looks like the megatexture technology has been expanded beyond just terrain geometry and is now versatile enough to be applied to normal brushwork (models?). In his speech, Carmack mentions that there are some 20GB worth of texture (source) data used in the demo that is compressed by the megatexture.
http://e-lime.vox.com/library/post/id-tech-5.html
Kamikazee
07-20-2007, 02:04 AM
zig-zag: you are right that JC applied MT to everything in a newer version of the engine.
However, that feature came too late for ET:QW, so modding will still come down to regular texturing.
If you were wanting to incorporate MT on other objects for QW you're going to need to combine those objects with the terrain mesh in order for them to be MT'd.
A simple example would be where you were wanting to have very large rocks and boulders covered with textures so they looked like they were actually part of the terrain instead of sat on top of it; you'd have to combine those rocks with the terrain at souce; i.e. your 3D modelling app used to create the terrain mesh (assuming for the sake of argument that you modelled the terrain), you can't place separate entities into a map and have those MT'd as well for QW.
There's nothing stopping you from building your buildings and other features from brushes, exporting them to models and then combining those with the terrain mesh to get MT over everything. Of course the downside is the extra polys being drawn (you could leave a caulk hull in place where the buildings were to do the vis blocking). It's do-able but you'd need to really think about what you wanted merged to the terrain mesh *before* you began work.
sion47
07-20-2007, 09:37 AM
It will be interestin to click on a server which runs a custom map and then it will take an hour to download the map and get into the game.. and by that time matches will be over long ago
[]v[]
07-20-2007, 09:52 AM
afaik there is no vis blocking on outside areas. Objects are distance culled.
Only interiors use vis portals in the same way Doom3 does.
The terrain itself gets frustum culled.