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Re: Multitextureterrainshader für/for Earthsculpto [Re: RedPhoenix] #158713
10/07/07 12:06
10/07/07 12:06
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Shadow969 Offline
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filefront.com

Re: Multitextureterrainshader für/for Earthsculpto [Re: RedPhoenix] #158714
10/07/07 12:35
10/07/07 12:35
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
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Salva  Offline
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Hi!
Sorry but don't have understood which dll must change with which?

for the web : filefront is very good

Greet

Salva

Last edited by Salva; 10/07/07 12:36.
Re: Multitextureterrainshader für/for Earthsculpto [Re: Salva] #158715
10/07/07 19:43
10/07/07 19:43
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RedPhoenix Offline
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http://files.filefront.com/cre+hmpdll/;8740258;/fileinfo.html

Ok I hope that I did the upload right ( ).

Put this file into the saves folder of worldsforge replacing the already existing one, it hopefully solves the error.

EDIT: By the way:

I welcome any suggestions, ideas, critics or anything else helpful for improving the editor. I don't want to promise anything for the next version but if you are missing certain features or have other ideas for improvements just tell me by PM email or here on the forum!

Last edited by RedPhoenix; 10/07/07 19:57.
Re: Multitextureterrainshader für/for Earthsculpto [Re: RedPhoenix] #158716
10/07/07 21:33
10/07/07 21:33
Joined: Mar 2004
Posts: 92
Dresden
Revo Offline OP
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Revo  Offline OP
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it would be n1 if you would implement options to switch the saveoptions for the terrain skin (so that we could save the alphamap - for example - in an extern bitmap)...
(btw. - are there any advantages by saving the textures, alphamaps, etc. in the Terrainskins (perhaps speedishues or something...? )
(because i dont know - if i should use your tool or the other shader with thge extern textures for my little game


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Re: Multitextureterrainshader für/for Earthsculpto [Re: Revo] #158717
10/10/07 11:26
10/10/07 11:26
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RedPhoenix Offline
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Well it's only possible to pass 8 skins to s shader and 4 have to be terrain file skins so I thought it might be less file mess, when having all 8 in the terrain file itself. Several textures have tobe placed in one skin to allow the shader o use more than 8 textures for blending and ohter effects. But I can implement an otion to export certain parts of the created images into external files.

Re: Multitextureterrainshader für/for Earthsculpto [Re: RedPhoenix] #158718
10/15/07 09:52
10/15/07 09:52
Joined: Aug 2007
Posts: 78
botu Offline
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There is a limitation for terrain size? Because when the camera if far away from the origin, the paint operation don't work.
To avoid the black lines problem the only solution I found is to use only 4 textures with same brightness and tint.
I found a bug with the shadows baking, after this operation, when I paint, I can see a kind of square around the brush and textures are darker.

Re: Multitextureterrainshader für/for Earthsculpto [Re: botu] #158719
10/21/07 16:30
10/21/07 16:30
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RedPhoenix Offline
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Quote:

There is a limitation for terrain size? Because when the camera if far away from the origin, the paint operation don't work.




The paint operation doesn't work when you move more then 5000 Quants away from the paint target. This limitation is for speed reasons as c_trace (which is used here to locate the hit point of the pencil) is performance consumsing, when increasing the trace line to much.

Quote:

I found a bug with the shadows baking, after this operation, when I paint, I can see a kind of square around the brush and textures are darker.




Yes I realised this bug. This is probably because the shadow_map is stored as alpha channel in the blend mapping skin by now, and the pixel_transferfunction may worked incorrect with passing the alphavalues. I'll fix this in the full version.

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