Loading...
  OR  Zero-K Name:    Password:   

GroundDetail set to X+1

5 posts, 320 views
Post comment
Filter:    Player:  
sort
2 years ago
For quite some time now, something spams my debug console with the text
GroundDetail set to X
GroundDetail set to X+1
GroundDetail set to X
GroundDetail set to X+1
GroundDetail set to X
GroundDetail set to X+1
and so on where X is replaced by a my "Terrain Detail". It only happens in about half of the games. What causes this and how can I turn it off? I still want to use the debug console.
+1 / -0
It's a hax for ground being broken in the latest engine. Prior to some version, ground mesh would not update correctly when deformed (eg: terraformed).
+2 / -0
2 years ago
So the ground detail is changed to force a ground mesh update after terraforming. I found out that it only happens while terraforming is ongoing. It stops when terraforming stops. Terrain deformation due to projectiles does not trigger it. This can be used to infer when the enemy is terraforming. Is it done by the game or the engine?
+0 / -0


2 years ago
BAR (Beherith) extended the ROAM terrain renderer to LOAM, with the 'L' being for lazy. It now only re-tessellates the geometry required to draw the terrain whenever it thinks it is required, rather than every draw frame (as I think ROAM was doing).

Keeping the camera static and watching some terraform go up does not trigger re-tessellation. This issue was very noticeable because it is common to queue some terraform and watch it grow. With LOAM, the texture was applied but the terrain did not change at all. To workaround this I change ground detail when there is visible terraform happening. Ideally there would be a re-tessallate event lua could trigger directly. I don't recall whether normal deformation causes a re-tessallation even. If I had to guess I'd guess it doesn't, but if nobody has noticed this then there is little reason to fix it.
+0 / -0
2 years ago
I have tested that I can flatten entire mountains with seismic missiles and it is rendered correctly and I can build on the flattened mountains correctly even though no ground detail is changed. Therefore, I guess that the engine does re-tessallate on projectile ground deformation but not on terra deformation. Would it be better to tell the engine that there are projectile explosions where terraforming happens instead?
+1 / -0