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Old 20-Aug-2007, 17:04   #33
JoshKlint
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Join Date: Aug 2007
Posts: 7
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There are a couple of problems I have noticed with this technique that no one is talking about.

The workflow for creating megatextured geometry is as follows:
1. Model the terrain in 3ds max or another program and unwrap the tex coords.
2. Load the terrain mesh in Megagen and apply textures.
3. Export a final compressed megatexture.

So first of all, there is no terrain editor. You import a terrain mesh and texture that. And if you decide you want to change part of the geometry, you have to re-import your mesh made in 3ds max. So it might be possible to move vertices around, but if you make any changes that cause your unwrap routine to change the texture coords, you're screwed.

I have confirmed this on the Enemy Territory forum:
http://community.enemyterritory.com/...ead.php?t=7315

So not only is terrain not editable in the world editor, but geometry and texturing is separated into two distinct phases. You have to completely finish the geometry before you can start texturing.

I think id is going to lose big on third-party licenses. Everyone else is moving towards making every as easy to edit in real-time as possible, but id requires this impractical workflow.
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