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Grome landscape and level editor
#112471
02/17/07 11:13
02/17/07 11:13
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Joined: Feb 2007
Posts: 6
Licu
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Hello, I’m glad to announce you that Grome, the landscape and level editor from Quad Software, is now available for evaluation as demo version. Grome is a versatile landscape and level editor geared towards game developers and artists. The editor is using an ergonomic user interface, hardware acceleration for real-time visual feedback, generalized layer system, procedural terrain creation using various fractal methods, erosion algorithms, brush manipulation, object instancing and many more features which make landscape creation an easy task. Additional sample maps, tutorials and information are to be found on the product home page.
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Re: Grome landscape and level editor
[Re: rvL_eXile]
#112475
02/17/07 15:29
02/17/07 15:29
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Joined: Feb 2007
Posts: 6
Licu
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The release date is in approx 1 month (we still need to do some tests before we consider it fit for commercial release).
About exporting, you can export the scene data (terrain geometry, textures, object geometry and placement) in any format you see fit using the SDK. The kit will come with some built-in exporters/importer (like COLLADA, raw, simple text, DEM) with full source code and step by step tutorials.
Regards, Licu
Last edited by Licu; 02/17/07 15:29.
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Re: Grome landscape and level editor
[Re: Licu]
#112476
02/28/07 13:59
02/28/07 13:59
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Joined: Nov 2006
Posts: 70 UK!
erbismi
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Joined: Nov 2006
Posts: 70
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Does Grome use multitexturing, or just a mesh with a texture over the top?
-www.llamastormgames.page.tl
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Re: Grome landscape and level editor
[Re: erbismi]
#112477
03/03/07 13:33
03/03/07 13:33
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Joined: Feb 2007
Posts: 6
Licu
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Yes it is using multitexturing and multipass rendering. You can add as many texture layers as you wish (with different texture sizes, mapping orientation, tiling etc) and the engine will break the rendering in multiple passes. In SDK, you can access these layers so you can export them or create (import) terrain with multiple layers of textures (and heightmaps, too).
To be noted that you also can use one single texture and have multiple others textures procedurally (by altitude, slope, orientation) combined in one single color texture on top of the terrain.
Last edited by Licu; 03/03/07 13:35.
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Re: Grome landscape and level editor
[Re: Licu]
#112478
03/06/07 10:51
03/06/07 10:51
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Joined: Nov 2006
Posts: 70 UK!
erbismi
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Junior Member
Joined: Nov 2006
Posts: 70
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this sounds great. How does the multitexture shader avoid stretching the textures on slopes?
-www.llamastormgames.page.tl
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Re: Grome landscape and level editor
[Re: erbismi]
#112479
03/19/07 11:34
03/19/07 11:34
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Joined: Feb 2007
Posts: 6
Licu
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Posts: 6
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For vertical mapping it uses texture coordinates generation based on vertex positions and the texture matrix to create planar mapping with custom orientation.
With the SDK you can get all the necessary information to implement it in any engine (both DirectX and OpenGL support texgen and all the consumer video card has it).
Last edited by Licu; 03/19/07 11:35.
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Re: Grome landscape and level editor
[Re: Licu]
#112480
04/05/07 09:03
04/05/07 09:03
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Joined: Feb 2007
Posts: 6
Licu
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Posts: 6
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I’m glad to announce you that Grome is now commercially available. The editor comes in two editions: Professional and Standard. While Standard edition is geared towards individual artists and small games developers, the Professional Edition is capable of working with the huge data sets required by the most demanding commercial projects. Additional sample maps, video tutorials and the demo version are to be found on the product home page: http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editorDemo version was also updated so it contains the SDK documentation. Best Regards, Adrian Licuriceanu Quad Software
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