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Re: IceX 2.0 LOD
[Re: Machinery_Frank]
#55127
09/24/05 15:40
09/24/05 15:40
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
Expert
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Expert
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
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"But I still think you should combine your editor with the upcoming editor from TripleX to create the ultimate 3dgs-editor toolset. It could be expanded with sky generation, water blocks and perhaps a day-night-cycle generator, automatic grass generator a.s.o."
This is not as easy as you think, because as I said, the idea behind the two editors are totaly different ones.
Olivers GREAT IceX 2 is for creating outdoor levels. My Editor is for changing existing WMP files, no matter if outdoor or indoor. Of course a combination of the two editors would be possible, but the only way would be a button in the menue of IceX2 / My editor for changing the used editor...
If you haven't understand the usage of the editors here an example:
Easy Game Edit You play a Level an you think that at one place there should be an ammo pack, or you see that all ammo packs should have a specific material assigned, or should have set the shadow flag by default etc. Now you open Easy Game Edit and change these settings. The informations are stored in the WMP file.
IceX 2 You want to create a new outdoor level for your strategy game -> You open IceX2 and create a random Terrain with the Heightmap generator. After that you create enemys and players etc. in the map (without fine balancing). Now you save the Map as WMP file. And you can play it in your game.
Got the difference? IceX2 = Creating new levels (no balancing), gameEdit = editing WMP files (mainly fine balancing) But if you have a suggestion how this would be possible?
@Oliver2s: Congratulations that you were able to finish the Perl Noise code! Seems to get a fantastic editor.
Triple-X
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Re: IceX 2.0 LOD
[Re: bupaje]
#55131
09/26/05 08:19
09/26/05 08:19
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Bupaje, that idea is great. I would like to program such a tool. I often thought about such a solution and I would like to go a step beyond: I would like to have one website that offers all the 3dgs related contents like models, textures, tools and skripts. It should be a huge webshop for all these products. At the moment it is very hard for a new 3dgs community member to find all these tools. Oliver2s: I created terrains at the weekend (painting, creating rgb-channels, testing the level, changing the textures, testing again, changing the shadow map, testing...). It was a pain. I really need your tool
Models, Textures and Games from Dexsoft
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Re: IceX 2.0 LOD
[Re: Machinery_Frank]
#55132
09/26/05 13:20
09/26/05 13:20
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
OP
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OP
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Joined: Aug 2002
Posts: 3,258
Mainz
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Thanks for the comments @Frank_G: Yeah, I know that. Very hard to do this in that way. This is one reason why I wrote this editor. There's no release date yet. I think its finished in December. At the moment I hardly work on a radiosity algorithm for the terrain shadow. It's very difficult because there are many calculations, complicated mathematic things and not much about terrain-radiosity on the net.
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Re: IceX 2.0 LOD
[Re: oliver2s]
#55133
09/26/05 18:00
09/26/05 18:00
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
Expert
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Expert
Joined: Aug 2002
Posts: 2,692
California, USA
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@Frank_G - look forward to seeing your site. There are a few good sites but always room for more. If everyone added useful content to the Wiki or Acknex that would also be good. Lots of stuff buried in these forums. @oliver2s - might it be possible to create a simple fake radiosity for terrains like the terrain shadows from the Wiki? What I mean is in your editor allow setting a value for each textures say like "light_reflectiveness" "light_absorption" then from the angle of the sun create a directional blur on each texture on the terrain with the "light_reflectiveness" indicating how much of a blur to apply. So a dull rock texture might have low "light_reflectiveness" and you blur it less, a metal object might have a high "light_reflectiveness" and you create a bigger blur. Then this blur layer can be blended with the terrain depending on the "light_absorption" of the textures and cast like the shadow example. I'm not a programmer so not sure if I am explaining it right but see this mockup. Pretend the blue ball is a 'shiny' texture and the 'red' less shiny. Your blur for each texture is more or less depending on how shiney it is, then it basically creates a colored shadow like the terrain shadow example which you blend with overlay or perhaps hard light to the current terrain. Maybe it is not accurate but might give a little fake radiosity without heavy calculations? Anyway just a thought, not sure if it is useful or you are scratching your head now "huh?"
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Re: IceX 2.0 LOD
[Re: Carloos]
#55136
09/27/05 14:37
09/27/05 14:37
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Joined: Mar 2004
Posts: 541 Germany
Jupp
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User
Joined: Mar 2004
Posts: 541
Germany
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Quote:
There's no release date yet. I think its finished in December.
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