- sqKM = km²(exe:20.480km*20.480km=419.44Km²
HM = height map (exe:2048px)
Cell = meters/px
Yes, yes, it's much simpler. You can use a 1: 1 cell, so if you create a slightly larger terran you have to change the size of the cell and that's where my equation comes in.What is that for? Sounds very complicated. I always used that equasion:
Texture size 2048x2048 = 2x2 km = 4 sqm
I work with Qgis, making maps and so on. When I need to make a DEM, I need to turn it into UTM (to have control in meters) and then relate pixels to meters; This is where math comes in. With Torque3D I get the same results. I just related.Ugh not to derail, but how do you even get the size of the map/terrain in game units?
A while back i looked for it, but i couldnt find it and till now i forgot about this issue.
Larger cell size gives you much better performance since you have much less polygons in visible range, so you are actually improving performance in your case. You may not see a problem for now, but you significantly lack detail on the terrain as a new polygon only starts at 2.5 meters. If you use odd numbers like those, you also may encounter engine problems like physics problems as I did with a 0.5 cell terrain. I don't know why you need such a larger terrain, most modern games do not even have that and the biggest issue is probably to fill all that terrain with objects, a 2x2km level is already a huge pain to design.I am working with 4096x4096 and 2.5 p/m on a land of 10240mX10240m. For now I see no problem ... Sometimes it is good to risk. As most players have relatively good computers, try to balance the graphics (if the terrain is heavy, eliminate some polygons of some objects to balance).