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Re: new version 0.25 [Re: sivan] #390173
12/23/11 15:20
12/23/11 15:20
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)
Yes, the main purpose of this editor is to provide blendmap painting for hmp and mdl terrain (and basic terrain deformation).

Quote:
but doesn't MED already allow you to easily modify terrain and create blend maps?

How do you create blend maps in MED? And the terrain editing tools are not really good.


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Re: new version 0.25 [Re: HeelX] #390249
12/24/11 23:05
12/24/11 23:05
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Joined: Dec 2008
Posts: 1,660
North America
Originally Posted By: HeelX
Fallout 3 was using heightmap terrain, too, but they used additional mesh pieces to get concave portions, like cliffs or the like. And I found Fallout 3 very appealing... wink

I'm aware that both Fallout 3 and Oblivion used heightmaps to define their game worlds. I'm glad you enjoyed that, but I didn't.

Originally Posted By: Superku
How do you create blend maps in MED?

Aren't blend maps simply a special skin that's referenced by a terrain shader? In combination with Photoshop, MSPaint, or even the paint tools built into MED couldn't you techincally create a blend map? Or am I simply mistaken in this?

Originally Posted By: Superku
the terrain editing tools are not really good.

There's room for improvement but I personally found them workable.

Last edited by Redeemer; 12/24/11 23:08.

Eats commas for breakfast.

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Re: new version 0.25 [Re: Redeemer] #390252
12/25/11 04:38
12/25/11 04:38
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI

Quote:

Originally Posted By: Superku
How do you create blend maps in MED?

Aren't blend maps simply a special skin that's referenced by a terrain shader? In combination with Photoshop, MSPaint, or even the paint tools built into MED couldn't you techincally create a blend map? Or am I simply mistaken in this?


Yeah if you want a s#177y looking terrain. Its a very non-precise method.

Re: new version 0.25 [Re: lostclimate] #393900
02/08/12 09:45
02/08/12 09:45
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Posts: 1,225
germany
hey Superku,

any news on this ?

I got the problem that the paintposition doesnt match to the mousecursorpos.

It has a big offset. In deformmode it works. Do you work on this again ?


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
Re: new version 0.25 [Re: gri] #393920
02/08/12 14:25
02/08/12 14:25
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)
Hm do you have a regular uv mapping like it's the case with hmp terrains? Otherwise it won't work, yet.

As I will have to create blendmaps myself for my next project, I will continue this editor later this year (I will probably remove the deformation mode), but for now the development is on hold, sorry.


"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
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