Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, alibaba, TipmyPip), 1,144 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rating: 3
Page 10 of 21 1 2 8 9 10 11 12 20 21
IceX 2.0 Release Version #196563
04/20/06 17:18
04/20/06 17:18
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
IceX 2.0 Release Version

(Deutsch weiter unten)

IceX2 is out now. Check the IceX2 website at www.stonehill-online.de.

Here are the informations copied from the website:
1.) Features
- Edit in Realtime. What you see is what you get
- Tile based terrain system with seemless LOD
- Precalculculated shadows with colored gouraud shading and cast-shadows
- WMP-Levelexport for all 3DGS editions
- Perlin Noise terrain generator and heightmap import/export
- Multiple entity editing
- A6 physicsengine for all entities
- There's a watershader with realtime reflections (only with shaderversion 2.0 and above)
- Deform and Painting the terrain
- Multitexturing on terrains which works even with GeForce2
- Create road with a few clicks with the roadgenerator
- Customize the environment. Fog, view distance, skycube etc...

2.) Compatibility and Requirements:
- IceX 2.0 needs a graphics card not older than a GeForce2 (for fixed functions pipeline effects)
- For exporting levels you need at least 3DGS A6.31
- Standard and Extra edition don't have materialeffects (no multitexturing). With this edition the terrains will have less quality after exporting.
- A pixelshader 2.0 card is required for using the watershader. If you want to export water you must own 3DGS professional edition
- There's also the 3DGS professional edition required if you want to use the physicsengine after levelexport

IceX 2.0 Editor is avaiable at www.stonehill-online.de and costs 12,95 EUR (~15,50 USD)

PS: The manual it not yet avaiable. It's avaiable the next 4-5 days.
----------------

IceX2 ist endlich fertig. Alle Einzelheiten auf www.stonehill-online.de

Hier die Informationen von der Website kopiert:
1.) Features:
- In Echtzeit editieren. What you see is what you get
- Teilstück-basiertes Terrain mit nahtlosem LOD-System
- Vorberechnete Schatten mit farbigem Gouroud Shading und Schlagschatten.
- WMP-Levelexport für alle 3DGS-Editionen
- Perlin Noise Terrain Generator und Heightmap Import/Export
- Multiples Editieren von Entities
- Es kann die A6-Physikengine auf alle Entities angewendet werden
- Es liegt ein Wassershader mit Echtzeitspiegelung bei (erst ab Shaderversion 2.0)
- Mit den Terrainpinseln kann das Terrain verformt und bemalt werden
- Multitexturing auf dem Terrain das aber einer GeForce2 Karte funktioniert
- Mit dem Roadgenerator können automatisch Wege angelegt werden
- Umwelteffekte wie Nebel, Sichtweite, Skycube, etc... einstellbar

2.) Kompatibilität und Anforderungen:
- IceX 2.0 benötigt eine Grafikkarte die nicht älter wie eine GeForce2 ist (wegen Fixed Functions Pipeline Effekten)
- Um exportierte Levels nutzen zu können wird mindestens eine 3DGS A6.31 Version vorrausgesetzt
- Die Standard und Extra Editionen unterstützen kein Multitexturing. Deshalb haben die Terrains nach dem exportieren in diesen Editionen eine schlechtere Qualität
- Um den mitgelieferten Wassershader nutzen zu können braucht es eine Grafikkarte mit Pixelshader 2.0. Und für den Levelexport die 3DGS Professional Edition
- Nach dem Levelexport funktioniert die Physikengine ebenfalls nur mit 3DGS Professional Edition

IceX 2.0 Editor ist verfügbar auf www.stonehill-online.de und kostet 12,95 EUR

PS: Das Handbuch ist noch nicht verfügbar. Es kommt erst die nächsten 4-5 Tage.

---------------------------------

Screens:






209 Comments
Re: IceX 2.0 Release Version [Re: Berliner2] #196653
05/04/06 17:28
05/04/06 17:28
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Ok es funzt fragt aber nicht wieso auf einmal ^^ habe selbst keine Ahnung

cu Angel


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: IceX 2.0 Release Version [Re: rvL_eXile] #196654
05/05/06 15:34
05/05/06 15:34
Joined: Feb 2004
Posts: 217
Wennigsen, Germany
Gordon_Shumway Offline
Member
Gordon_Shumway  Offline
Member

Joined: Feb 2004
Posts: 217
Wennigsen, Germany
Hi !!!

Bei mir zu Hause (ich benutze den Internet Explorer) geht es nicht, auf der Arbeit (FireFOX) funktioniert es ohne Probleme. Zum Test habe ich es auf der Arbeit unter dem IE nochmal geöffnet, dort geht es NICHT !!!
Vielleicht liegt es am IE ?!?

Bis denne G.S.

P.S.: Ich habe auf dem Rechner bei der Arbeit auch OpenOffice installiert.


***Neue Webseite!! Mit vielen neuen Infos! http://www.2662-thegame.de.vu***
Re: IceX 2.0 Release Version [Re: Gordon_Shumway] #196655
05/05/06 18:41
05/05/06 18:41
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Also ich denke mal es liegt nicht am IE da ich nur einen drauf habe und kein Firefox und kein Openoffice etc. einfach nur windows ^^

cu Angel


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: IceX 2.0 Release Version [Re: rvL_eXile] #196656
05/12/06 16:16
05/12/06 16:16
Joined: Dec 2004
Posts: 32
England
A
AndyH Offline
Newbie
AndyH  Offline
Newbie
A

Joined: Dec 2004
Posts: 32
England
I recently purchased this program and it has awesome potential

The problem is it really does not work very well. If you export the level created by IceX 2.0 to 3DGS then the terrain is all broken up, the height of all the terrain tiles is totally messed up.
This even applies to the test level you can download, not sure what testing this program went through .. but it must have been pretty minimal.

Also I cannot place buildings ('level dateien (*.wmb))' on my terrain, the program just crashes when you try to paste the building into the level.

I think an update is forthcoming, but I recommend that you do not buy this program until you read here that it is functional!

Andy

Re: IceX 2.0 Release Version [Re: AndyH] #196657
05/12/06 17:34
05/12/06 17:34
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Does it mess up the terrain tiles, when you form the terrain only with brushes, too?

As far as I tested it, IceX2.0 only messes them up, if you use the heightmap generator.

And, yes, it doesn't work with level entities, only sprites and models for now.

Re: IceX 2.0 Release Version [Re: Pappenheimer] #196658
05/12/06 17:49
05/12/06 17:49
Joined: Dec 2004
Posts: 32
England
A
AndyH Offline
Newbie
AndyH  Offline
Newbie
A

Joined: Dec 2004
Posts: 32
England
It messes up a terrain even it it is 1x1 and flat. No editing at all done on it.

Shame about level entities, will this happen do you think? I was hoping it would as it is in the entity load list.

Andy

Re: IceX 2.0 Release Version [Re: AndyH] #196659
05/12/06 18:35
05/12/06 18:35
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Did you have a look at the forum of IceX? Stonehill-Online Forum

Quote:

It messes up a terrain even it it is 1x1 and flat. No editing at all done on it.




That isn't possible. Can you tell me each step? Did you use the procedural heightmap generator, did you compile and open it in WED?
I exported several test maps, terrain and models without problems.

Re: IceX 2.0 Release Version [Re: Pappenheimer] #196660
05/13/06 05:35
05/13/06 05:35
Joined: Dec 2004
Posts: 32
England
A
AndyH Offline
Newbie
AndyH  Offline
Newbie
A

Joined: Dec 2004
Posts: 32
England
After more testing it seems OK unless I use the heightmap generator, export, compile in WED. Sorry about the 1x1 statement, that was silly and I was very frustrated by this application.

Re: IceX 2.0 Release Version [Re: AndyH] #196661
05/13/06 10:59
05/13/06 10:59
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
I found the bug with the wrong high. Following workaround should work till the update: Delete the following line in the icx_terrain action in the exported script:
Quote:

my.z = my.min_z;




Re: IceX 2.0 Release Version [Re: oliver2s] #196662
05/13/06 11:56
05/13/06 11:56
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

I found the bug with the wrong high. Following workaround should work till the update: Delete the following line in the icx_terrain action in the exported script:
Quote:

my.z = my.min_z;







This works, as far I tested it now, only for terrain properly.
Within a tiled model-terrain there are still gaps.

Possible reason: the terrains have, without exeption, a common NULL-bottom.
The models don't.

A solution: add a vertex to each model prototyp at the origin which can't be effected by the modifications within IceX2.0.
But, I don't know wether this could effect the collion of the models.

Page 10 of 21 1 2 8 9 10 11 12 20 21

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1