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Re: IceX 2.0 Release Version [Re: oliver2s] #71527
04/23/06 14:23
04/23/06 14:23
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I hope you don't mind all these questions oliver!

Would it be possible to have different scaling settings for each of the 4 textures? It'd be nice to have a larger scale texture on grass for example, but a smaller scale on maybe pebbles or stones. Or is this a limit of multi-texture blending?

Another nice feature would be a rotate camera speed, in addition to the camera speed slider.

Last edited by Jetpack_Monkey; 04/23/06 14:42.
Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71528
04/23/06 14:59
04/23/06 14:59
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
I couldn't figure out how to get 4 different scalingfactors for each texture. But I try to look into this again.

Re: IceX 2.0 Release Version [Re: oliver2s] #71529
04/23/06 15:14
04/23/06 15:14
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
Hey oliver2s. This is looking good. On the issue of different scaling factors I have thought. I posted this idea a while ago.

http://www.coniserver.net/ubbthreads/showflat.php?Cat=&Board=UBB2&Number=553266

Maybe if you create textures that have 4 'quadrants' with each being a smaller scaled texture and then you can specify texture AND quadrant to use on texture -in other words the texture is 512x512 and you tell shader to use the upper left 128x128 block for pebbles but the whole texture for another area?

You can see a texture here where I mixed 4 different textures. Could have as easily made much smaller scale in one area.

http://stormvisions.com/3DGS/multitexttest1.jpg

Hope that makes sense.


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Re: IceX 2.0 Release Version [Re: oliver2s] #71530
04/23/06 19:00
04/23/06 19:00
Joined: Mar 2005
Posts: 147
USA
IslandDreamer Offline
Member
IslandDreamer  Offline
Member

Joined: Mar 2005
Posts: 147
USA
Oliver2s, I bought IceX yesterday. Very nice job!

If creating a manual is going to take a lot of time and effort, you should consider creating a video walkthrough of the software, perhaps building your demo island level from scratch. Even without narration it would give us a valuable insight into how to use the software and will require a lot less work on your part!

Re: IceX 2.0 Release Version [Re: IslandDreamer] #71531
04/25/06 13:58
04/25/06 13:58
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Oliver,

Some more suggestions for Icex 2.0:

1. Brush size keyboard shortcuts --as in photoshop, increase and decrease brush size with ] and [ keys. Maybe SHIFT+[ and SHIFT+] to change the height..

2. Rotate camera around a point: so you wouldn't have to walk and turn and walk and turn and rotate etc. Like if you press SPACE and move the mouse, you'd rotate around the center of the view instead of walk through.

3. Import and export heightmap images for terrain. I think this is very important, especially if you are converting previous HMP heightmaps to .icx versions.

4. Import MDL geometry into IceX so user can work with terrains with overhangs and concave surfaces. Geometry could share the same xy proportions as a standard icx terrain. This would take special advantage of the benefits of using MDL for terrains instead of HMP, not to mention being very cool and useful.

5. Opacity slider in paint window.

6. Brush size slider range. I've noticed that with the standard terrain size, it's sort of impractical (for me) to use brush sizes over 5 in radius. So I go from 1-5, usually, but the slider will go WAY up to 100. I recommend making the brush range somehow wider, so there is more variety while working up close than just 1-5.


best wishes
jpm

Last edited by Jetpack_Monkey; 04/25/06 17:14.
Re: IceX 2.0 Release Version [Re: JetpackMonkey] #71532
04/25/06 17:27
04/25/06 17:27
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
3. -> This is already possible. Go to heightmap generator -> Data

Re: IceX 2.0 Release Version [Re: oliver2s] #71533
04/25/06 22:26
04/25/06 22:26
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
another idea is to allow compatibility with sphere so commercial users can have fresnel water and nice shadows

Re: IceX 2.0 Release Version [Re: Matt_Coles] #71534
04/26/06 01:44
04/26/06 01:44
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
Yes , I would buy is if there is full compatibily with comm edition, including one P object per frame.

Re: IceX 2.0 Release Version [Re: Mondivirtuali] #71535
04/26/06 20:23
04/26/06 20:23
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
"one P object per frame"?

Re: IceX 2.0 Release Version [Re: Pappenheimer] #71536
04/27/06 06:10
04/27/06 06:10
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
i got the program today and i really really love it. it makes so much fun to do landscape with it

but one question. when i export the level (as hmp or mdl), how can i include i in a existing level?

i tried to copy and paste the terrain and models on it to another level, but only the models worked. then i saw the name that it was like "terrain-0_1" and so on, so i removed the "-" sign and then i could copy everything.

but when i compile the level and run it, the terrains are gone. is it because of the LOD or what? is there any easier way to do that?

also i was wondering, can the models on the terrain have shadows too again like in IceX1?


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