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Re: IceX 2.0 LOD [Re: Machinery_Frank] #55127
09/24/05 15:40
09/24/05 15:40
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline
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TripleX  Offline
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Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
"But I still think you should combine your editor with the upcoming editor from TripleX to create the ultimate 3dgs-editor toolset. It could be expanded with sky generation, water blocks and perhaps a day-night-cycle generator, automatic grass generator a.s.o."

This is not as easy as you think, because as I said, the idea behind the two editors are totaly different ones.

Olivers GREAT IceX 2 is for creating outdoor levels. My Editor is for changing existing WMP files, no matter if outdoor or indoor. Of course a combination of the two editors would be possible, but the only way would be a button in the menue of IceX2 / My editor for changing the used editor...

If you haven't understand the usage of the editors here an example:

Easy Game Edit
You play a Level an you think that at one place there should be an ammo pack, or you see that all ammo packs should have a specific material assigned, or should have set the shadow flag by default etc. Now you open Easy Game Edit and change these settings. The informations are stored in the WMP file.

IceX 2
You want to create a new outdoor level for your strategy game -> You open IceX2 and create a random Terrain with the Heightmap generator. After that you create enemys and players etc. in the map (without fine balancing). Now you save the Map as WMP file. And you can play it in your game.

Got the difference? IceX2 = Creating new levels (no balancing), gameEdit = editing WMP files (mainly fine balancing)
But if you have a suggestion how this would be possible?

@Oliver2s: Congratulations that you were able to finish the Perl Noise code! Seems to get a fantastic editor.

Triple-X

Re: IceX 2.0 LOD [Re: TripleX] #55128
09/26/05 06:55
09/26/05 06:55
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
You are right. May be it was just a dream of a tool that I expected from conitec long time ago


Models, Textures and Games from Dexsoft
Re: IceX 2.0 LOD [Re: Machinery_Frank] #55129
09/26/05 07:33
09/26/05 07:33
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
just two words_ awesome!

any release date yet? Cant wait to test this and i am sure i am not the only one here

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: IceX 2.0 LOD [Re: Blattsalat] #55130
09/26/05 07:54
09/26/05 07:54
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Joined: Aug 2002
Posts: 2,692
California, USA
Looks great oliver.

@TripleX -Actually maybe someone will just make a simple 'Program Launcher' and we can drag all our 3dgs tools into it and toggle from one to the other. I feel like a kid at Christmas -lots of cool toys.


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Re: IceX 2.0 LOD [Re: bupaje] #55131
09/26/05 08:19
09/26/05 08:19
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Bupaje, that idea is great. I would like to program such a tool. I often thought about such a solution and I would like to go a step beyond: I would like to have one website that offers all the 3dgs related contents like models, textures, tools and skripts. It should be a huge webshop for all these products. At the moment it is very hard for a new 3dgs community member to find all these tools.

Oliver2s: I created terrains at the weekend (painting, creating rgb-channels, testing the level, changing the textures, testing again, changing the shadow map, testing...).
It was a pain. I really need your tool


Models, Textures and Games from Dexsoft
Re: IceX 2.0 LOD [Re: Machinery_Frank] #55132
09/26/05 13:20
09/26/05 13:20
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Joined: Aug 2002
Posts: 3,258
Mainz
Thanks for the comments
@Frank_G: Yeah, I know that. Very hard to do this in that way. This is one reason why I wrote this editor.

There's no release date yet. I think its finished in December.

At the moment I hardly work on a radiosity algorithm for the terrain shadow. It's very difficult because there are many calculations, complicated mathematic things and not much about terrain-radiosity on the net.

Re: IceX 2.0 LOD [Re: oliver2s] #55133
09/26/05 18:00
09/26/05 18:00
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Joined: Aug 2002
Posts: 2,692
California, USA
@Frank_G - look forward to seeing your site. There are a few good sites but always room for more. If everyone added useful content to the Wiki or Acknex that would also be good. Lots of stuff buried in these forums.

@oliver2s - might it be possible to create a simple fake radiosity for terrains like the terrain shadows from the Wiki? What I mean is in your editor allow setting a value for each textures say like "light_reflectiveness" "light_absorption" then from the angle of the sun create a directional blur on each texture on the terrain with the "light_reflectiveness" indicating how much of a blur to apply. So a dull rock texture might have low "light_reflectiveness" and you blur it less, a metal object might have a high "light_reflectiveness" and you create a bigger blur. Then this blur layer can be blended with the terrain depending on the "light_absorption" of the textures and cast like the shadow example.

I'm not a programmer so not sure if I am explaining it right but see this mockup.



Pretend the blue ball is a 'shiny' texture and the 'red' less shiny. Your blur for each texture is more or less depending on how shiney it is, then it basically creates a colored shadow like the terrain shadow example which you blend with overlay or perhaps hard light to the current terrain. Maybe it is not accurate but might give a little fake radiosity without heavy calculations?

Anyway just a thought, not sure if it is useful or you are scratching your head now "huh?"


Find me at: |Stormvisions| Twitter|
Re: IceX 2.0 LOD [Re: bupaje] #55134
09/26/05 18:45
09/26/05 18:45
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
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oliver2s  Offline OP
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Joined: Aug 2002
Posts: 3,258
Mainz
Thanks bupaje. This is a good idea. I think there is one thing which is missing, the angle which the light is fallen on the terrain. But I'm looking what I can do.

Re: IceX 2.0 LOD [Re: oliver2s] #55135
09/27/05 13:10
09/27/05 13:10
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline
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Carloos  Offline
User

Joined: Mar 2005
Posts: 514
Brazil
I would love to put my hands in this product.... sorry for ask it again, I kinow other people said it before... but is there a launch date ?

Your tool looks just awesome, congrats.

Re: IceX 2.0 LOD [Re: Carloos] #55136
09/27/05 14:37
09/27/05 14:37
Joined: Mar 2004
Posts: 541
Germany
Jupp Offline
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Jupp  Offline
User

Joined: Mar 2004
Posts: 541
Germany
Quote:

There's no release date yet. I think its finished in December.




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