Page 1 of 3 123 LastLast
Results 1 to 10 of 25

  Click here to go to the first Developer post in this thread.  

Thread: Terrain 6, 40km with 3.8 million objects

  1. #1

    Terrain 6, 40km with 3.8 million objects

    Terrain 6, 40km with 3.8 million objects

    Technology demonstration terrain. Not a "real" terrain addon, randomly placed objects.







    Large terrain of 4096 grid size, 10m cell size (comes to 40km x 40km) with 20480 x 20480 resolution satellite texture and 3.8 million objects (yes 3,800,000 objects).

    Requirements: ArmA 2 Combined Operations, no addons needed.

    Readme:
    Tutorial Terrain 6 - 40km

    ArmA 2 Combined Operations (arma2 + operation arrowhead).

    4096 grid, 10m cell size, 20480 resolution satellite, 3.8 million objects. Terrain size is 40km x 40km.

    This is technology demonstration terrain showcasing that you can indeed have large and detailed terrain with many objects. Vegetation is randomly placed, the few cities are placed semi randomly too. This is pure random generated terrain and no human manual work has been done to the object placement at all (this is just a tech demo).

    Development and test machine is AMD FX-4170 Quad-Core 4.2Ghz, 16gb ram, nVidia GeForce GTX560. Framerates are full / normal. In map view (M) you detect slight sluggishness and this is because the terrain is so rough with many elevation changes in short distances. Map view sluggishness could be avoided by making smoother terrain, but since this uses 10m cell size for details, it was nice to pump in some roughness.

    If you have any questions regarding editing, terrains especially, visit:

    http://tactical.nekromantix.com/
    http://tactical.nekromantix.com/wiki/

    July 27th, 2012.
    Snake Man, PMC.
    Official PMC Tactical Forums Release Topic.

    I'm happy to answer questions about developing this and other large terrains. You might also check PMC Editing Wiki terrain editing area for tutorials and info.

    Download tut_terrain6_4096_10m.7z - 257mb
    Torrent: Gameupdates.org.
    Mirror 1: Armaholic.com.
    Last edited by Snake Man; Jul 27 2012 at 17:46.
    PMC Editing Wiki opened for ArmA 3 information, guides, tutorials, etc!

    PMC Tactical - Operation Flashpoint, Armed Assault and ArmA 2 addons / mods / missions.
    PMC Editing Wiki for tutorials.

  2. #2
    Second Lieutenant GossamerSolid's Avatar
    Join Date
    Feb 3 2006
    Location
    Ontario, Canada
    Posts
    4,056
    This sort of looks neat, I'll have to download it and give it a shot. Could be a good map for some aerial combat or just a large battleground.

    Missions/Gamemodes - F.U.B.A.R. (WIP)
    Mods/Addons - Green Sea Conflict (WIP)
    Resources - ArmA 3 Notepad++ Syntax Highlighting
    PC - i5 3570K | Gigabyte GTX 680 OC | 16GB DDR3

  3. #3
    Gunnery Sergeant TeilX's Avatar
    Join Date
    Jul 17 2007
    Location
    Berlin Germany
    Posts
    444
    how it works on normal computers? I worry about my maschine.^^

  4. #4
    A few screenshots below.

    I had a drive from the south straight north upto city 2, don’t really think the cities are needed to be honest. It’s a great terrain so far and would have been nicer with hunting huts or whatever here and there rather than the type placed. However it is a nice terrain for any type of conflict really, its spacious enough for tanks, although not sure how the ai cope yet, but great open light woodland, pos hidden terrorist training camps etc, maybe.
    Lots to think about.

    Anyhow the screenshots,' lake just southwest of city 2': click to open these then click again for full size and to see the fps counter:

    @2000vd http://imageshack.us/photo/my-images...716192948.png/

    @3000vd http://imageshack.us/photo/my-images...716185737.png/

    @4000vd http://imageshack.us/photo/my-images...716185277.png/


    Different direction to show the fps reaction:
    @2000vd http://imageshack.us/photo/my-images...716205968.png/


    So it is a high performance terrain.
    One thing however, I put on the summer vegetation and got rid of ground clutter via lowering the object details to ‘Low’ settings, everything else is pretty much on very high other than aa in-game on ‘Low’ but FXAA on Sharp Filter ‘High’ settings, so as not to take anything from the tree’s also AToC = 6.

    Edit: Forgot to say thanks for a great terrain.. just did a flight over averaging 38-40fps at 10000, so not bad. I never really use 10000 apart from sightseeing..

    Edit & added: Few more aerial shots, the two highest having fps counter to give an idea of frame rate, which is pretty good for me so far..

    These following two have everything on very high other than the aa as above..

    @ 10000 http://imageshack.us/photo/my-images...717380482.png/
    @ 10000 http://imageshack.us/photo/my-images...717411631.png/

    Just messing around
    http://imageshack.us/photo/my-images...717572947.png/
    Last edited by ChrisB; Jul 28 2012 at 10:19. Reason: Few more screenshots..

  5. #5
    ahma , clutter is too dense. optimize it a little bit .

  6. #6

  7. #7
    Thank you very much for posting the release on our forums


    Release frontpaged on the Armaholic homepage.


  8. #8
    Truly cool. So, how'd you do it? Did you make a program external to create the map (admittedly ignorant)?
    Creator of Masks
    That sky looks pretty cool, in the same way that setting fire to your car would look pretty cool. ~RangerPL
    But the battlebus is real and is used by militaries world wide ~CannonousCrash

  9. #9
    I don`t understand what does mean "techology" here? Are you rewritten BIS engine with another method of rendering terrain? Or you demonstrating us BIS technology, but that is kinda weird, because you are not dev and all of us already experienced all published arma techs. Technology of what?

  10. #10
    the technology here being its randomly generated/procedural terrain with clutter. Consider the amount of objects (3.8 million) and the satellite resolution, as well as cell size (which is 1/5 the cell size BIS maps use (5 times more detailed)) and the fact that its 40x40km (chernarus is 20x20km). The fact that he fly on this map with those settings and not get hogged down performance sounds like a tech demo to me.

Page 1 of 3 123 LastLast

Similar Threads

  1. Haadur 40km
    By JR_Walker in forum ARMA 2 & OA - ADDONS & MODS: DISCUSSION
    Replies: 39
    Last Post: Jun 14 2013, 22:26
  2. Increased terrain cause misplaced objects.
    By bracer in forum ARMA 2 & OA : TERRAIN - (Visitor)
    Replies: 4
    Last Post: Feb 27 2012, 16:16
  3. Align object/multiple objects to terrain?
    By McNools in forum ARMA 2 & OA : TERRAIN - (Visitor)
    Replies: 16
    Last Post: Nov 17 2011, 06:37
  4. Preventing objects from aligning to terrain?
    By McNools in forum ARMA 2 & OA : MISSIONS - Editing & Scripting
    Replies: 7
    Last Post: Jan 9 2011, 12:42
  5. Deleting unwanted terrain objects?
    By EiZei in forum OFP : MISSION EDITING & SCRIPTING
    Replies: 3
    Last Post: Sep 15 2003, 20:35

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •