Optimizing terrain in TresEd
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Optimizing terrain in TresEd
Is there a quicker way than just rolling the mouse around to increase the size of the squares? Like a selection tool? Or some trick in max, like a custom optimization script? It takes frickin forever. lol
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Re: Optimizing terrain in TresEd
As far as I know, we don't have a specific script for that. You can try Optimizer or ProOptimizer in Max, but it the polys will get pulled off of the grid and Tres will probably end up messing with some, but definitely not all, of the optimization from the Max export. Still, it would definitely save time. Fixing it in TresEd is probably the safest option, though time consuming. There is no selection tool or anything like that in TresEd, unfortunately, so yeah, rolling the mouse is going to be the only way.Teromen wrote:Is there a quicker way than just rolling the mouse around to increase the size of the squares? Like a selection tool? Or some trick in max, like a custom optimization script? It takes frickin forever. lol
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Re: Optimizing terrain in TresEd
Heheh, TI is correct. Another method is, as I've mentioned elsewhere, to start out with a rather small heightmap image, creating less initial detail regardless of the ingame terrain size. TBH, though, I find terrain quad fixing can be.. theraputic. Tres editing has a lot of stress in some aspects but quad editing, with some music on, can be a way to break away from all that and just let things do themselves as your mind wanders.. like a mini vacation.
Re: Optimizing terrain in TresEd
Haha completely agree with this, exactly what I do when I don't feel like doing any real designing. Except rather than have the mind wander, I tend to focus entirely on the music and sort of edit to the tempo...nothing like some metal or punk rock to aid in speedy terrain editing. Regardless, however, the patching process is undoubtedly quite time consuming. I do think it would be nice to have a drag-select tool to get this done much faster, but what we have right now is more than reasonable.Draconisaurus wrote:Heheh, TI is correct. Another method is, as I've mentioned elsewhere, to start out with a rather small heightmap image, creating less initial detail regardless of the ingame terrain size. TBH, though, I find terrain quad fixing can be.. theraputic. Tres editing has a lot of stress in some aspects but quad editing, with some music on, can be a way to break away from all that and just let things do themselves as your mind wanders.. like a mini vacation.
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Re: Optimizing terrain in TresEd
My experience is that. If the terrain is outside the player area (and outside the visible bound), use the tool to flatter those areas and save the terrain. TresEd usually decreases the quads itself in some areas that way.
Active project: Trespasser: Isla Sorna
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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
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PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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Re: Optimizing terrain in TresEd
Another tip: holding down the RIGHT mouse button in quad mode and move around will also make them bigger, and you of course need to start with the smallest quads.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."