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Re: runtime editor for Terrain [Re: Vahid_PC_Games] #375549
06/26/11 13:57
06/26/11 13:57
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Here you go:

Deform and paint terrain

Read the "read first" please for more infos. The terrainshader is based on mystymood by loopix.

Last edited by Widi; 06/26/11 14:11.
Re: runtime editor for Terrain [Re: Widi] #375551
06/26/11 14:09
06/26/11 14:09
Joined: May 2008
Posts: 257
D
djfeeler Offline
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djfeeler  Offline
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Joined: May 2008
Posts: 257
Thanks

Re: runtime editor for Terrain [Re: djfeeler] #376144
06/30/11 11:22
06/30/11 11:22
Joined: Jul 2008
Posts: 40
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Vahid_PC_Games Offline OP
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Vahid_PC_Games  Offline OP
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Joined: Jul 2008
Posts: 40
tanks man.
its very good.

Last edited by Vahid_PC_Games; 06/30/11 11:30.
Re: runtime editor for Terrain [Re: Vahid_PC_Games] #376147
06/30/11 12:15
06/30/11 12:15
Joined: Aug 2007
Posts: 1,922
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Widi Offline
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Widi  Offline
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You are welcome. Glad to see you like it wink

Re: runtime editor for Terrain [Re: Widi] #377323
07/12/11 08:27
07/12/11 08:27
Joined: Jul 2008
Posts: 40
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Vahid_PC_Games Offline OP
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Vahid_PC_Games  Offline OP
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again , Hello.
i dont work on "Deform and paint terrain" good , because i was busy.
but now , im work at it fully and i can say : "Its perfect".
realy tanks dear "Widi".

and now i have a new q :
how to use shaders on textures in "Deform and paint terrain"?

for example set fx_bump to textture1,mtl_toon to texture2 ... .
if can not , how to set a shader on a painting terrain by different parameter , like: texture1.bump.power=20 and texture2.bump.power=50 ... .
and if can not this , how to set a shader on a painting terrain like fx_bump .

thanks.

Re: runtime editor for Terrain [Re: Vahid_PC_Games] #377418
07/12/11 20:45
07/12/11 20:45
Joined: Aug 2007
Posts: 1,922
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Widi Offline
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Widi  Offline
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There is already a Shader added to the terrain in my program for the detailmaps (terr_hlsl_1.fx). If you want this things you have to change this shader. For shaders i am not really good, have also some problems till this shader was working. Maybee someone can help you in the "Shaders" section here in the forum.

Re: runtime editor for Terrain [Re: Vahid_PC_Games] #379934
08/10/11 09:44
08/10/11 09:44
Joined: Nov 2009
Posts: 201
Logitek Offline
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Logitek  Offline
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I think I have found maybe a bug in the deformer. I have tried it with the A8 trial.

If I use a terrain that has already very deep areas and if I save the terrain without big changings then the deepest areas are suddenly the highest after reloading. You understand what I mean?

It is only visible after a new start of the deformer with the changed terrain. Or if you load it with med.

It seems that the deformer has a limit of a deepest point. If a terrain is on some areas deeper than this point, then it will be raised up to the highest point.

Deep areas are then mountains.

This is only happening if you have already a nealy finished terrain from an export of example earthsculptor. Not with a flat one.

For example: This is the terrain I wanna change:

___/---

After saving it with the deformer it looks like:

____
||||\---

|||| < This I have made, because empty spaces are not visible here in the forum. You see, the bottom line is now on the top.

Would be cool if you can solve this problem.



Last edited by Logitek; 08/10/11 09:51.
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