you make a terrain that is not Square, you have to make the
FULL SIZE texture reflect the proportions of the terrain.
Then You will have to resize it after you create it to a
"square" size. This is to avoid 'stretching' appearance
on the terrain texture
after you apply it.
Or else you would be apply say a 1024x1204 texture on a 1204x2048
terrain. and it will have to stretch to fit the terrain. And this
will be noticeable! One way around this is to avoid sharp
cliff like sections like shown. A less steeper slope is desired
on terrain is based on players "frustum' or 'what's
in the players cone of sight. So your frame-rate will be
based on what is in this view. This includes all that is not seen
as well that would otherwise bee in the player view ahead if the
terrain was indeed flat. so hiding objects behind a hill won't
really affect the performance. Keep this in mind as you look form
the top view as to try not to place random detail in the 'line of
sight' where to many things are in the players 'frustum' at one
time. (when possible)
to balance this on Optimization
(affect on frame-rate and speed of real-time
Appearance. adding more
Quads will decrease frame-rate speeds
But will improved quality in the shape of the landscape.
Use 8 bit texture/256 colors when you can. Simply reduce the color
in a good paint/image editor like Photoshop or Paint shop pro.
Also, consider how much detail you need on your map. First/third
person game will require better resolutions for example.
Always use the terrain
TerrainObject for larger open ground surfaces. It
better manages optimization than a larger brush.
Even for a flat surface.
How the outdoor Terrain is
What is rendered is what is in the players frustum
or 'field of view'. Keep this in mind as you build your scene.
Having too many objects like Actors and world geometry in the a
given frustum at the same time will greatly drag down the
Frames-pre-second. Spread out the detail so as to not be able to
encompass to much into one view.
Scroll down below, as coming new features will almost eliminate
this worry entirely!
Prior to this feature added by
of the Jet3D development team. The terrain was rendered,
even if you looked from inside a sealed cube.
Shown below in wireframe (line) mode, you
in blue, the terrain wireframe shows through inside the
Note how you don't see anything but the terrain, no actors,
the skybox that wraps the terrain. Only the terrain mesh
so all the while indoors it is as thought you are still on the
terrain. Bad frame-rates, poor performance! This is still
going on with
Other game engines as I speak. And this is why in these games you
don't see a player go into an indoor area without a
"loading" of a different map level.
So many game engines, have to keep indoor
and outdoor areas in separate levels. So if you enter a larger
cave or indoor area of a building, they would set another
level to load as they enter.
This is NOT the case with Jet3D now!
A new feature added to Jet3D actually enables you to place larger
indoor buildings on your large terrain! It works just like VIS, in
that when you enter the building past the set VIS portal, suddenly
the all of the outdoor geometry is Not rendered. After all
why should it be?
This means great frame rates, and you don't have to load another
level when exiting the terrain as with my example.
Another cool benefit to Terrain VIS:
First look at the two images below:
('Excuse the 'test' maps, as they are a bit
of an eye sore.)
(Above) A large hollowed room, deeply embedded in the
even goes below the terrain object.
(above) Shown Inside the CUBE. Note the terrain is not
seen in the cube.
No bumps, mounds poking through the floor here. : )
What you are seeing is not really the cube cutting a hole in
top the terrain, but what is happening is the terrain is not
rendered inside the cube due to
this new feature.
(Below) So if you cut a doorway into the cube the
terrain is suddenly rendered and shown inside. Since you allow the
VIS Carefully planned, you can make say a tomb that is flooded
with sand, go around a corner and go deep into the tomb lower than
the terrain. Caves, secret under ground bases are now possible on
the terrain without loading a second game level to enter or using
As you can place your VIS portal at some point to not render the
Far clip plane
New feature as of v2.1..
A set radius inside JDesigner3D from the camera properties,
all beyond that radius will not render as though it has been
cut-out or 'clipped'. The trick here is to conceal the clipping in
outdoor areas with carefully mapped hills, obstructions, etc. Fog
will help here as well. If you make it thick you can block the
visibility so that you can't see through the fog to see the far
clip plane 'cut-off' points.
FOLIAGE and TREES
v2.1.1 Can't yet be
added without heavy drag to scene statistics. These are feature
set for next release that will aid in the use of detail in your
JetMeshes will use a DX9 function called 'ID3DXMesh'. This
will be used with the Dx9 driver for this new Object called 'JetMesh',
which is much like Unreal Static Meshes. With a JetMesh,
you can have several instances of the same Mesh without the
duplicate meshes taxing the performance of the rendering. (FPS) In
other words you can have 100's of trees, and yet performance will
behave as though there is only one tree in the scene. This also
means we can soon have foliage all over the terrain, without the
drag on performance. As with the tree example, you could create 5
grass types. (sheet brushes) And cover the entire terrain with
100's of copies of each one of these, yet, it would be as though
only the original five sheet brushes are there in the scene.
Actor CLOD- Actor CLOD will consist of 16 or more levels of
If you choose to detail your scene with actor models this will
help optimize you scene statistics and performance.
Other soon to come features that will help scene performance
Used well in games like Dungeon Siege.
The fog can be set to black to simulate darkness. Basically D3D
fog blocks the rendering of what is not visible beyond the fog.
Lastly Terrain LOD.
As we see 100fps on the tested terrain (see screenshots), so
Terrain LOD is the last on the list since so many of these
features mentioned above will truly make Jet3D terrain a powerful
TERRAIN for extraordinary uses.
You can lay another terrain into a ceilings or an area to make
a cave looking area. same can be done to walls. What you will find
is that terrain object can intersect with itself, brushes, actors
More to be added soon...
- Ken Deel