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Re: TED - Terrain EDitor
[Re: PadMalcom]
#389953
12/20/11 09:27
12/20/11 09:27
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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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)
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new version 0.25
[Re: gri]
#389972
12/20/11 18:10
12/20/11 18:10
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
OP
Senior Expert
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OP
Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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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]. == 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.zipEDIT: 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
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Re: new version 0.25
[Re: PadMalcom]
#390073
12/22/11 07:44
12/22/11 07:44
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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it's time for a terrain editor contest 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...
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Re: new version 0.25
[Re: HeelX]
#390137
12/23/11 06:02
12/23/11 06:02
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Joined: Aug 2002
Posts: 2,183 Germany, BaW�
Rondidon
Expert
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Expert
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
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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.
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