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IceX 2.0 Release Version #196563
04/20/06 17:18
04/20/06 17:18
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
IceX 2.0 Release Version

(Deutsch weiter unten)

IceX2 is out now. Check the IceX2 website at www.stonehill-online.de.

Here are the informations copied from the website:
1.) Features
- Edit in Realtime. What you see is what you get
- Tile based terrain system with seemless LOD
- Precalculculated shadows with colored gouraud shading and cast-shadows
- WMP-Levelexport for all 3DGS editions
- Perlin Noise terrain generator and heightmap import/export
- Multiple entity editing
- A6 physicsengine for all entities
- There's a watershader with realtime reflections (only with shaderversion 2.0 and above)
- Deform and Painting the terrain
- Multitexturing on terrains which works even with GeForce2
- Create road with a few clicks with the roadgenerator
- Customize the environment. Fog, view distance, skycube etc...

2.) Compatibility and Requirements:
- IceX 2.0 needs a graphics card not older than a GeForce2 (for fixed functions pipeline effects)
- For exporting levels you need at least 3DGS A6.31
- Standard and Extra edition don't have materialeffects (no multitexturing). With this edition the terrains will have less quality after exporting.
- A pixelshader 2.0 card is required for using the watershader. If you want to export water you must own 3DGS professional edition
- There's also the 3DGS professional edition required if you want to use the physicsengine after levelexport

IceX 2.0 Editor is avaiable at www.stonehill-online.de and costs 12,95 EUR (~15,50 USD)

PS: The manual it not yet avaiable. It's avaiable the next 4-5 days.
----------------

IceX2 ist endlich fertig. Alle Einzelheiten auf www.stonehill-online.de

Hier die Informationen von der Website kopiert:
1.) Features:
- In Echtzeit editieren. What you see is what you get
- Teilstück-basiertes Terrain mit nahtlosem LOD-System
- Vorberechnete Schatten mit farbigem Gouroud Shading und Schlagschatten.
- WMP-Levelexport für alle 3DGS-Editionen
- Perlin Noise Terrain Generator und Heightmap Import/Export
- Multiples Editieren von Entities
- Es kann die A6-Physikengine auf alle Entities angewendet werden
- Es liegt ein Wassershader mit Echtzeitspiegelung bei (erst ab Shaderversion 2.0)
- Mit den Terrainpinseln kann das Terrain verformt und bemalt werden
- Multitexturing auf dem Terrain das aber einer GeForce2 Karte funktioniert
- Mit dem Roadgenerator können automatisch Wege angelegt werden
- Umwelteffekte wie Nebel, Sichtweite, Skycube, etc... einstellbar

2.) Kompatibilität und Anforderungen:
- IceX 2.0 benötigt eine Grafikkarte die nicht älter wie eine GeForce2 ist (wegen Fixed Functions Pipeline Effekten)
- Um exportierte Levels nutzen zu können wird mindestens eine 3DGS A6.31 Version vorrausgesetzt
- Die Standard und Extra Editionen unterstützen kein Multitexturing. Deshalb haben die Terrains nach dem exportieren in diesen Editionen eine schlechtere Qualität
- Um den mitgelieferten Wassershader nutzen zu können braucht es eine Grafikkarte mit Pixelshader 2.0. Und für den Levelexport die 3DGS Professional Edition
- Nach dem Levelexport funktioniert die Physikengine ebenfalls nur mit 3DGS Professional Edition

IceX 2.0 Editor ist verfügbar auf www.stonehill-online.de und kostet 12,95 EUR

PS: Das Handbuch ist noch nicht verfügbar. Es kommt erst die nächsten 4-5 Tage.

---------------------------------

Screens:






209 Comments
Re: IceX 2.0 Release Version [Re: oliver2s] #196603
04/22/06 18:19
04/22/06 18:19
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
Whoopie just bought it.

Clever fake windows interface within A6! Looks great, I've been waiting for this for a long time.

I found a few bugs related to the Extra version export on the IceX website.

Scaling is needed in the WMB Export feature-- my models and motion code for my game are already made for a scale about 5x larger than the default size exported by IceX 2.0.

Last edited by Jetpack_Monkey; 04/22/06 21:47.
Re: IceX 2.0 Release Version [Re: JetpackMonkey] #196604
04/22/06 20:28
04/22/06 20:28
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
just one more question. can you define the size of the model chunks when exporting the terrain made in icex as .mdl file? thx

Re: IceX 2.0 Release Version [Re: ulf] #196605
04/22/06 20:34
04/22/06 20:34
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Edit: Oops, it looks like there is a way to scale the terrain itself, though it doesn't scale the other GS entities on the terrain in relation to the terrain.

Will it ever be possible to have more than 4 textures?

Is this an mdl limitation?

Undo would be good. I would like to be able to rotate some of the textures on certain areas, to mix up the look. And Up/Down keys to navigate vertically would be nice (or is this undocumented?)

Last edited by Jetpack_Monkey; 04/23/06 00:37.
Re: IceX 2.0 Release Version [Re: JetpackMonkey] #196606
04/22/06 23:23
04/22/06 23:23
Joined: May 2005
Posts: 199
Scotland, UK
J
JamesA Offline
Member
JamesA  Offline
Member
J

Joined: May 2005
Posts: 199
Scotland, UK
Also,
Ive only got commercial not pro edition,
I have made a model of a grille,
I put the physics on and it fell to the floor.....
Is there anyway I can take the physics off but leave the object in the same position as it fell? Might be nice for things on floor etc or crates fallen over.....
Obviously, I dont have pro so cant have more than 1 object exported with physics on.....

Re: IceX 2.0 Release Version [Re: JamesA] #196607
04/23/06 01:48
04/23/06 01:48
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
The terrain->scale feature in Ice 2.0 only goes up to "99" which is still about 1/4 the size of the level I've already got built in WED (which I wish to replace with an ice terrain).. so even at the maximum size in Ice, it's still not big enough to match.

:S

oliver can you make that number go higher?

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #196608
04/23/06 09:43
04/23/06 09:43
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
I can set the number higher than 99. But WED does not accept higher numbers.

Re: IceX 2.0 Release Version [Re: oliver2s] #196609
04/23/06 11:56
04/23/06 11:56
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Isn't it possible to set the scale of the cells higher?
(In MED you can choose the scale of the cells AND the number of cells. The scaling in WED is an additional thing then.)

Re: IceX 2.0 Release Version [Re: Pappenheimer] #196610
04/23/06 12:12
04/23/06 12:12
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
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Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

Will it ever be possible to have more than 4 textures?
Is this an mdl limitation?





No, this is a directX limitation. On your terrain you have 8 textures (4 textures, 3 blendmaps, 1 shadowmap). So it with this FFP is won't be possible.

@Pappenheimer:
Yes this is a solution. In earlier versions the cellsize was even smaller, I scale it 200%. But I can it make bigger in next update. Btw: the default scale of the terrain and the detailtextures is the normal size for the 3DGS templates (size of the guard etc...).

And here I made a buglist for bugs which will be fixed soon:
http://www.stonehill-online.de/main/bugs.txt

Re: IceX 2.0 Release Version [Re: oliver2s] #196611
04/23/06 13:41
04/23/06 13:41
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
Using creative blending and dynamic lighting to adjust the colors and change the mood--I've been getting some interesting results! I will post them soon to the gallery.

The precalculated shadows-- are they only available via the sunlight? Or is there another way to add lighting other than dynamic?

I've noticed in MED that the layout of the cells looks different than in IceX 2.0, this must have something to do with origins? Is it at all possible to make it look level in MED, or is this simply the way it must be?

I really like it, nice work. By the way, how DID you implement that windows GUI interface within GS? Did you write that yourself, or is there a DLL / code library somebody wrote? It's a nice change from the usual clunky A6 homemade interface.

mfg
La Monkee di Jetto

Re: IceX 2.0 Release Version [Re: JetpackMonkey] #196612
04/23/06 14:16
04/23/06 14:16
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Precalculated shadows only avaiable with sunlight. I don't know why it looks different in MED than in IceX2, but I noticed it too.
The GUI is simply build with 3DGS panels. The GUI is fully made of pictures.

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