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legacy-gw4043
07-17-2003, 09:38 PM
Howdy all,

I'm working with poketerrain and have come across a small issue i'm hoping someone has a solution for.

Say you have a point on your terrain thats 3000 unit high and you begin 'poking' with a maxdepth of 50. Unfortunately, that doesn't mean the 3000 will stop deforming at 2950....it means it will stop at 50 units above 0! This is wreaking havoc with our static meshes (tree's etc) that are in the surrounding area. Floating static meshes are no good! :P

Aside from extending all the static meshes 2951 units into the ground.....how would I prevent this?

any and all suggestions are appreciated!

thanks.

legacy-SoSilencer
07-18-2003, 05:25 AM
If you want to have a varying maxdepth in your map try this.

Make 2 terrains. Make your 'real' terrain and then underneath make another that is the lowest level you want your terrain to be. In the simplest form this could be a copy of the real terrain lowered X amount of units, or it could be more complex and a different shape if you want varying max depth from the real terrain. Then give the second terrain a special tag like "DoNotPoke" or whatever.

In your code where you poke the terrain you must references the terraininfo, so before you actually poke the terrain simply check the tag and check if it is "DoNotPoke" or whatever you used. If it is than don't poke that terrain, otherwise continue as normal.

This way what you do is allow players to poke the real terrain but not the lower one, so eventually if they poke the real one enough they can't go any farther because they reach the level of the second lower terrain which they cannot poke. It isn't the best in terms of performance, since you'll have 2 terrains instead of 1, but it's not THAT bad if you setup the maps right.

legacy-FireCrack
07-19-2003, 06:18 AM
Or you could use volumes with 'NoPokeTerrain' And put them around your meshes...

legacy-gw4043
07-20-2003, 02:29 PM
Thanks for the ideas....

Can you elaborate on the 'nopoketerrain' volumes?

thanks

edit: doh, figured it out. volumes work awesome!