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TED - Terrain EDitor v0.25 #389919
12/19/11 18:40
12/19/11 18:40
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Another one? Yes, I've started a new editor inspired by Rondidon and ... my own post. Right now this editor only supports drawing blend maps for terrains and models (with a hmp like UV mapping).



It's the first version with hardcoded textures and the like but if you're interested, I will release a useable open source version soon.

The blendmap & shader currently support 4 textures, but I will add support for a 5th texture later. The blendmap (extern, filename_blendmap.tga) is entSkin1, the other 4 textures are material skins.

Controls:
Move the camera with WASD + right mouse button, paint with the left mouse button on the active channel (currently you cannot click the textures on the right bar to activate the specific channel, but press 1,2,3 or 4 or use the slider to switch between channels).
Erase channel with Shift + left mouse button.
Ignore higher layers/ paint opaque over all other layers with Ctrl+ left mouse button (or check the box on the lower left).

Video: http://www.youtube.com/watch?v=epwaCRWQBnE

Download: http://www.superku.de/TEDv0.25.zip

Last edited by Superku; 12/20/11 18:04.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: TED - Terrain EDitor [Re: Superku] #389920
12/19/11 19:01
12/19/11 19:01
Joined: Nov 2011
Posts: 29
G
GreenDeveloper Offline
Newbie
GreenDeveloper  Offline
Newbie
G

Joined: Nov 2011
Posts: 29
hmm.. it's look nice laugh


"Actually we are all Guybrush.." GreenDeveloper
Re: TED - Terrain EDitor [Re: GreenDeveloper] #389934
12/19/11 22:12
12/19/11 22:12
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Looks good, 2 things:

- Will you implement height map editing tools?
- Could you add a round preview area for round brushes?

Re: TED - Terrain EDitor [Re: PadMalcom] #389936
12/19/11 22:25
12/19/11 22:25
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Is the preview area done with a decal?

Re: TED - Terrain EDitor [Re: PadMalcom] #389937
12/19/11 22:27
12/19/11 22:27
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
I think hight map editing isn`t neccessary because GED does this job well. On the other hand GED can`t edit blendmaps for MDL files.
TED is able to create blendmaps for types of models that GED can`t edit. It`s perfect for texturing terrains made with Blender or Terragen.

Re: TED - Terrain EDitor [Re: Rondidon] #389940
12/19/11 22:58
12/19/11 22:58
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thanks!
I may implement height map editing tools but only when HeelX shows me how to save hmp files! wink
Yes, a round preview area is planned and yes, it's a decal. There's a GameStudio (?) bug, though, sometimes the decal is rotated by 45° and I don't know why.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: TED - Terrain EDitor [Re: Superku] #389943
12/19/11 23:37
12/19/11 23:37
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
Senior Expert
FBL  Offline
Senior Expert
F

Joined: Sep 2003
Posts: 9,859
Everyone is into terrain editig right now it seems. laugh
I'm also working on some terrain based editing tool. But it is mainly for level creation for a specific game and thus only allows basic terrain modification like influencing shader settings and placing objects.
Other stuff like setting up a timeline and events is special game content.

The terrain itself is created via heightmap which cannot be modified in the editor. It's possible to pick different skins, though.

Currently not much is working as I was struggling with the Windows.Forms (.NET) integration up to now. But it seems like I got it stable now and can start adding functionality.

Re: TED - Terrain EDitor [Re: Superku] #389947
12/20/11 02:44
12/20/11 02:44
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
Member
jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
I wanted to texture my MDLs like terrain, too. You know, with vertical rocks on which the texture is not streched or in case of a blendmap not hard to paint on.
And with unlimited textures.
So I modified the fixed function effect of the acknex template shaders. Of course, if you use a lot of textures it will be slow. But you always could /should slice your terrain-MDL, especially for lod iusses.
Here a small tipp, if you want to have cliffs with non streched textures or artifacs and no bad mood while you are painting on it, you could use UV relaxing. I am using 3dsmax at work, there is a nice function that let's you relax the texture within the uv 0-1 bounds. So the points of the mesh are planar. It works pretty good. But I don't know if Blender has such a function as well. I always hated the interface of Blender ... And the tutorials - Hey look at that, see how easy it is only press this button and this other button and press a lot of keys to do this and that - what the hell ...
Perhaps the tips are helpful for somebody. If not, just ignore me laugh

Re: TED - Terrain EDitor [Re: jenGs] #389948
12/20/11 03:54
12/20/11 03:54
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Yes blenders unwrapping does a goods job of unwrapping evenly.

Re: TED - Terrain EDitor [Re: lostclimate] #389951
12/20/11 08:00
12/20/11 08:00
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
@Firoball: Would be nice to have a tutorial on how to integrate a GS-Engine frame into a .NET-Application! laugh

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