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NeoDumont's open world treadmill project #480979
07/29/20 02:04
07/29/20 02:04
Joined: May 2013
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Ok, I allowed myself to open a seperate thread for my open world project (NeoMill9 script engine now)

Report:

Entering a new tile by player with objects now faster and more reliable.

Wrote a small tool that can read all .mdl .bmp. tga or .wmb filenames from a directory and creates a txt file with these names. The text file can then be read into a Lite-c function/string and be used for selecting an object (e.g. tree.mdl) to save it at a certain position in the Neomill9 world.

Two screen shots:

First one shows a view from starting (initial) tile on neighboured tiles of the tile treadmill without any fog or clipping. Borders of the 9 tile treadmill can be seen.

Second one (teaser pic) shows scenario on tile 4/5 and 5/5 all created/loaded by script.

[Linked Image]

[Linked Image]

Best whishes !

NeoDumont


Last edited by NeoDumont; 07/29/20 02:06.
Re: NeoDumont's open world treadmill project [Re: NeoDumont] #481172
08/10/20 01:13
08/10/20 01:13
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Aaaaal right !

Small report:

I've created a spreading tool, which can spread MDLs,BMPs,WMBs or TGAs over one treadmill tile. 1000 entities work fine even without LOD. Height checking not implemented yet, but on my work batch (For recalculating heights of entities to place them directly on exact terrain height. Distance checkingin in work pipe (to avoid too close placed trees.)

Corvitextu now can handle 1024x1024 bmp size and can perform "make seamless FX", making texture borders seamless. Especially needed for my world map editor as described in the "What are you working on thread". New Corvitextu will be released the next days. Just some testing to be done.

Best wishes.

NeoDumont


---------------------------------------------------------------------------------------------------------------------------------------------------
The Neomill/Worldmachine is a Lite-c script project to allow GStudio users to create a large open world Game world, at least on the graphic level of Morrowind. With a GStudio EXTRA Vesrsion as minimum required.

Re: NeoDumont's open world treadmill project [Re: NeoDumont] #481224
08/13/20 23:33
08/13/20 23:33
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Hello !

Please note, that I published a new version of corvitextu. Corvitextu can now handle textures of 1024x1024 pixel size with the same texture tools as before for 512x512 textures. The new version can be dowloaded from the third party tools section.

Corvitextu is an early "spin off" of my Neomill/Worldmachine project. I use it to create seamless textures for hmp tiles as well as creating seamles textures for the terrain detail skins.

Greetz

NeoDumont

Re: NeoDumont's open world treadmill project [Re: NeoDumont] #481416
09/11/20 10:06
09/11/20 10:06
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Ok, my webspace was not available for the last one or two days (pics at bplaced), but should be now again.

Report for treadmill project:
MDL placing routine added. MDLs or sprites with a fixed z-pos over a terrain tile will now be put on the terrain surface automatically. After that this position is saved to file for later use and faster creation. The purpose of the fixed z-value MDL is that this position is taken from a separate 2D editor (Worldmachine) were positions can be plotted/put on a 2D texture map with preliminary high and fixed Z-values (quants) but correct x and y position values .

Also started a WMB no terrain tile engine development.

Best wishes !

NeoDumont

Last edited by NeoDumont; 09/11/20 10:13. Reason: Additional explenation
Re: NeoDumont's open world treadmill project [Re: NeoDumont] #481476
09/19/20 00:30
09/19/20 00:30
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Ok !

Some info and a screen about my open world treadmill project.

I wrote a small spreader tool, which spreads grass positions over a 8192x8192 (terrain tile) size. The grass positions initially have a z-position of z=2000 quants above the terrain. A lite-c routine then puts them all down on the terrain surface via tracing down (done with c_trace, there is an example in the GS manual). While all grass positions on the surface are found they are also written into a seperate .dat file. This one then can then be used to create certain surface vegatation (or other stuff like rocks etc.) direcectly from a text .dat file.
The spreader routine checks for double positions, and avoids mdls placed too near to each other or above each other.

Please note, the screenshot you see is from one tile of the treadmill/tile world. All other tiles can be covered with this method also. It's also a very early screenshot and not very perfect concerning graphics.

[Linked Image]

Best wishes !

Wear that mask, keep some distance and live disciplined (although its not easy, I know :-))

NeoDumont




Last edited by NeoDumont; 09/19/20 00:37. Reason: wrong pic link, addiit. text
Re: NeoDumont's open world treadmill project [Re: NeoDumont] #481584
10/03/20 01:55
10/03/20 01:55
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Ok, folks, some more screen shots from experimenting with my open world treadmill lite-c engine:

Full throttle entites (mdls) forest tests: More than 20000 mdl (not sprites) entities used. Engine still works, a bit slow on my old machine, but surprisingly working stable. More than I need for my "Morrowind" scripted tradmill engine.

[Linked Image]

[Linked Image]

[Linked Image]

[Linked Image]

[Linked Image]



Best wishes ! Use your skills ! Dont let a virus bring you down.

NeoDumont

When you walk through a storm...

Re: NeoDumont's open world treadmill project [Re: NeoDumont] #482346
01/29/21 02:56
01/29/21 02:56
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Hi Folks !

My world texture creation program (for seamless terrain tile textures) is nearly done. Just needs some testing. I wrote the program to allow ways or paths to be painted over the texture borders without visible borders or distortions. Please have a look at the general Forum section "what are you working on" for a schematic bmp.

There is also a new Treeshaper version with mirror functions (for seamless tiled painting) nearly done. Maybe I upload it within the next weeks.

Regards !

NeoDumont


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