deepak.tripathi Posted July 21, 2015 Posted July 21, 2015 Hi, We are using static terrrains for some of our projects. As in Unigine 2, we are considering that removing of material "mesh_terrain_base" means, removing of static terrains support. If it true then, is there any workaround to do the static terrains. Another option left for us is to convert staticgeometry -> heightmap -> create terrain again. but this option will lead us in doing terrain stuff again. Can you guys suggest me on this? Thanks
silent Posted July 21, 2015 Posted July 21, 2015 Hi Deepak, mesh_terrain_base material was removed completely. Unfortuantely, there is no other way to conver mesh to the terrain without converting it first to heightmap. Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
deepak.tripathi Posted July 22, 2015 Author Posted July 22, 2015 Thanks Silent, for the clarification. Switching to heightmap terrains, we start facing another issue suppose terrain is of 5 km. We switching LOD at 400 m, but at 1.0Km AI Vehicle and Soldiers are not behaving properly because terrain lost the polycount and basic shape ( its not a driving simluation ). We can increase the LOD switch but it will increase the rendering count. Any Idea on how to solve the issue?
silent Posted July 22, 2015 Posted July 22, 2015 Hi Deepak, I'm afraid in this case a simplified invisible mesh geometry should be used for the AI and pathfinding. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
deepak.tripathi Posted July 22, 2015 Author Posted July 22, 2015 Hi Andrey, This leads us to the problem we face in Unigine that we cannot simplify nav mesh beyond a point. A simplified mesh follows terrain less precisely and a gap of more than + or - 0.5 units b/w terrain and nav mesh causes incorrect obstacle avoidance. So, does it mean that the nav mesh has to be somehow modified at runtime to follow the terrain LOD changes?
silent Posted July 22, 2015 Posted July 22, 2015 Hi Deepak, If pathfinding worked correctly with mesh that was used with mesh_terrain_base material you can use it instead of simplified one. All you need to do is to hide it from the main viewport and make invisible to get minimal performance penalty. Other solution is to use 3rd party pathfinding systems: https://developer.unigine.com/forum/topic/3034-recastdetour-meets-unigine/ https://github.com/memononen/recastnavigation Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Recommended Posts