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Re: TED - Terrain EDitor [Re: PadMalcom] #389953
12/20/11 09:27
12/20/11 09:27
Joined: Dec 2003
Posts: 1,225
germany
gri Offline
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gri  Offline
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Posts: 1,225
germany
hi,

Program/ Engine is crashing down.

Try GS folder/samples/terrain.hmp

A8 Version V8.30.5 com


"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
new version 0.25 [Re: gri] #389972
12/20/11 18:10
12/20/11 18:10
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 gri, it was the pixel instructions that failed on this terrain's DDS texture.

There's a new version, now with basic terrain deformation tools (it's the same brush, just check "Deform" - deformation is not saved for now), custom/ easily exchangeable textures and a simple automatic blendmap generator (the result can be seen in the picture below), just press [H].



Originally Posted By: readme
== TED v0.25 ==

The primary focus of this tool is the creation of blendmaps.
You can LOAD terrains (hmp) and models (mdl) but most features only work with terrain
(don't try to deform a model).
Currently, 4 textures are supported but I'm working on support for 5 textures.

Suppose your terrain is called "terrain.hmp". Then the program will look for
"terrain_blendmap.tga". If that file does not exist, an empty blendmap will be created.
Entity-Skins are ignored (for now), you will have to use the textures on the right-hand
side of the screen. You can replace them with Shift+Leftclick on the thumbnail.

If you press SAVE, your blendmap will be written into "terrain_blendmap.tga" and the
4 skin texture names and their scale factors will be saved in "terrain_config.txt".
Terrain deformation will not be saved, yet.

== Controls ==

Right Mouse + WASD - Camera (accelerate with Shift)
F1,F2,F3 - Switch Brush Mode
Mousewheel - Change Brush Size

## Paint ##

Left Mouse - Paint
Left Mouse + Ctrl - Paint Opaque/ Ignore Layers
Left Mouse + Shift - Erase
1,2,3,4 - Switch Channels
Left Mouse + Shift on Texture - Replace Texture (Dialog Window)
H - Basic Automatic Blendmap Generation

## Deform ##

Left Mouse - Raise
Left Mouse + Shift - Lower
Left Mouse + Ctrl - Smooth
Space - Recalculate Terrain Collision Hull
(this should be done after a few deformations,
otherwise you will notice the marker's offset)

== What's new? ==

v0.25:

- Basic DEFORMation mode, results cannot be saved for now.
- Many Bugfixes
- Custom Textures
- Save Feature
- Create a height-dependent Blendmap automatically with [H].
- Change Brush Size with Mousewheel
- circle preview marker and other small things


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

EDIT: Blendmapgenerator and deformation only work with hmp.

Last edited by Superku; 12/20/11 18:17.

"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: new version 0.25 [Re: Superku] #389976
12/20/11 18:35
12/20/11 18:35
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Posts: 1,993
Karlsruhe
"Haaaave you met TED?" laugh

The editor is getting really good! Please add a min and a max raise level for the deform tool and a way tool so that you can define a start and an end point and the editor creats a flat path between those 2 points.

Re: new version 0.25 [Re: PadMalcom] #390073
12/22/11 07:44
12/22/11 07:44
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
it's time for a terrain editor contest laugh
I'm also integrating into my little level maker a terrain height and texture editing tool, but since I own only the "poor" version of 3DGS (Extra), I can make it for the single skin+detail map, and for the ffe multitexturing modes at the moment...
And a question:
Can anyone tell me how much faster is the shader than the ffe multitexturing? I'm planning to upgrade to Commercial at a time, because it seems to worth the price...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: new version 0.25 [Re: sivan] #390076
12/22/11 08:19
12/22/11 08:19
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: sivan
it's time for a terrain editor contest laugh


I would be in, but only if it would be an official contest.

Re: new version 0.25 [Re: HeelX] #390078
12/22/11 09:09
12/22/11 09:09
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
I just wrote it for fun, but anyway Conitec could earn a lot by making various editor contests... (alternative game level maker, terrain maker, model viewer, gui based animation editor etc.)
but I'm really interested in how the new editor in development could look...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: new version 0.25 [Re: sivan] #390132
12/23/11 00:18
12/23/11 00:18
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Posts: 1,660
North America
This looks like a pretty good tool, although currently I see nothing that justifies its existence. In case I'm wrong I'd really like to be corrected, but doesn't MED already allow you to easily modify terrain and create blend maps?

Regardless, in my honest opinion heightmap terrains are really boring anyway. They were interesting a decade or two ago when people first began putting them in video games but now whenever I see one I can only think of its limitations. Generally speaking, every heightmap terrain looks the same to me, and I can never be very immersed in a video game whose defining terrain feature is endless rolling hills.

This is entering the realm of a tangent, but Rage was graphically appealing to me not just because of the consistent 60 FPS and its unique texturing system but also because it never resorted to using heightmaps to define its geometry anywhere in the world.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: new version 0.25 [Re: Redeemer] #390133
12/23/11 00:36
12/23/11 00:36
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
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

Re: new version 0.25 [Re: HeelX] #390137
12/23/11 06:02
12/23/11 06:02
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Germany, BaW�
Quote:
currently I see nothing that justifies its existence.

The tool enables you to edit blendmaps and hightmaps in realtime for MDL files aswell as HMP Terrains. MED and GED can handle HMPs only as far as I know. That`s a big advantage for people who are working with external modelling solutions like Blender.

Re: new version 0.25 [Re: Rondidon] #390149
12/23/11 11:30
12/23/11 11:30
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
as I remember there are some hmp editing functions in WED too... but these default tools only toys, cannot provide realistic result alone. at the moment Terragen or L3DT or Earthsculptor is needed, but their export options usually don't work well with 3dgs, only with heightmap images that could result in quality loss...
so I think a 3DGS specific new tool is required, but that should generate realistic terrains, not only edit them, which is not simple at all (e.g. simulating erosion). and such a work should be promoted by Conitec somehow... (e.g. Unity has a 3rd party extension tool for this purpose)


Free world editor for 3D Gamestudio: MapBuilder Editor
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