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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: oliver2s] #196663
05/13/06 12:38
05/13/06 12:38
Joined: Dec 2004
Posts: 32
England
A
AndyH Offline
Newbie
AndyH  Offline
Newbie
A

Joined: Dec 2004
Posts: 32
England
Thanks for the fix, it did help but still not perfect.

Terrain, 8x8, 99 scale (can we go higher than 8x8? 12x12 maybe?), export as mdl with LOD, 32x32 mesh, multitexturing, to commercial version.

Before fix:



After fix:



Anything else I can try? Apologies for not using your forums to sort this out, I cannot understand German so cannot see how to show images ....

Andy

Re: IceX 2.0 Release Version [Re: Pappenheimer] #196664
05/13/06 13:28
05/13/06 13:28
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
Member
JamesA  Offline
Member
J

Joined: May 2005
Posts: 199
Scotland, UK
Why is the water when switched on for me only just a blue plane in display?
Ive got pixel shader 2 etc.

Re: IceX 2.0 Release Version [Re: JamesA] #196665
05/13/06 14:31
05/13/06 14:31
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

Why is the water when switched on for me only just a blue plane in display?
Ive got pixel shader 2 etc.




It's a bug on some ATI cards. See 3DGS buglist.

Re: IceX 2.0 Release Version [Re: oliver2s] #196666
05/13/06 18:11
05/13/06 18:11
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
Senior Member
HPW  Offline
Senior Member

Joined: Aug 2005
Posts: 343
Germany
I have a GeForce FX 5600 Ultra (NVidia). This card has Vertex and Pixelshader 2.0 but the Watershader dosen't work on this card.


Evil Blood (v. 0.52) RPG
Commport.de (Social Network Community)
Re: IceX 2.0 Release Version [Re: HPW] #196667
05/14/06 09:36
05/14/06 09:36
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
From the buglist:
Quote:

On some ATI systems, models were reported to randomly appear in a wrong color (mostly blue - the color of the sky) when a render target (view.bmap) was active at the same time.




It seems that not only ATI cards are affected by this bug. I don't have influence on this.

Re: IceX 2.0 Release Version [Re: Pappenheimer] #196668
05/14/06 19:59
05/14/06 19:59
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Hi Oliver, I'm still meditating about the bug with the exported models!
In addition to my former suggestion:
Quote:


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.




... I've got this additional idea:

It could be that it isn't easy to prevent the additional vertex from the influence of deformieng in IceX, THEN you could reset its hight to z = 0; before the models are saved!

Re: IceX 2.0 Release Version [Re: Pappenheimer] #196669
05/14/06 20:10
05/14/06 20:10
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Interesting idea, I will try it.

Re: IceX 2.0 Release Version [Re: oliver2s] #196670
05/18/06 07:23
05/18/06 07:23
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Purchased IceX2 a few days ago and must say that I realy love this product, it's a real time-saver; packed with nice features and all that for small price too

All the best,

Dusty


smile
Re: IceX 2.0 Release Version [Re: D3D] #196671
05/18/06 07:56
05/18/06 07:56
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Oliver,

How does IceX 2.0 draw the textures?

1. Are all four textures always present on the entire model together, and when you paint them, are you actually just influencing its opacity/alpha value? Or does it simply paint them on like you would paint anything else?

2. How are the textures mapped to the MDL... are they plane projected? Or applied directly to every face without distortion?

best wishes

JPM

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #196672
05/18/06 16:11
05/18/06 16:11
Joined: Dec 2005
Posts: 4
S
Spring06 Offline
Guest
Spring06  Offline
Guest
S

Joined: Dec 2005
Posts: 4
When I create or load level in IceX2.0, it does't disply well, seems the graphic card has problem. But the 3dgs runs well, never encountered disply problem. Why???
My PC is intel 915G with graphi card integrated. Extra 6.40

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