Terrainmaking

Posted By: Loopix

Terrainmaking - 11/08/06 22:22

Hello

Nagashi pointed to a nice little terrain tool in the "Tools" forum called Earthsculptor. This tool creates highmaps, shadowmaps and rgb-blendmaps. It's quite easy to port the terrains to 3dgs and get them working with a multi-texture-terain shader. I 've tweaked one of my old and wanted to share it

in Earthsculptor


in 3dgs


the shader:
Code:
/////////////////////////////////////////////////////////////////////////////////////////////////////////////
//This is a multitexture-terrainshader that makes it easy to implement terrains made
//with "EarthSculptor, http://www.earthsculptor.com/" into 3dgs. It's able to blend 4 textures and
//on top of that a shadowmap.
//
//When painting with textures in "earthscuptor" the rgb-blendmap is created as follows:
//(from left to right) texture in slot1 creates red in the rgb-blendmap, slot2 = green, slot3 = blue, slot4 = black.
//After you saved your terrain, you will find the highmap, the blendmap and the shadowmap in the "Maps" folder in the directory where "earthsculptor" is installed.
//
//After converting all needed maps and texture files into a MED compatible format (bmp,pcx,tga), import the highmap into MED
//(File/Import/Import Terrain from Pic)and create a highmap with size according to your needs (I usualy make it around 100x100 vertices),
//then you will have to rescale the terrain in height to fit it as close as possible to the original in "earthsculptor".
//Then assign the rgb-blendmap as first and the shadowmap as second skin to your terrain (Edit/Manage Skins).
//
//Add the terrain to your level (Objec/Add Terrain)
//Include the shader.wdl into your main wdl script and assign the action "multi_rgb" to your terrain. You
//might want to adjust the tiling size of the textures by changing the values in the shader...see:
//"Out.Tex3 = inTexCoord0.xy*30; // tiling texture red...".
//
//
//This terrainshader is a reworked version of Thorsten Kunze 's terrainshader.
//2006 By www.loopix-project.com
/////////////////////////////////////////////////////////////////////////////////////////////////////////////



// entSkin1 rgb-blendmap
// entSkin2 shadowmap

bmap tex3 = <rocks.bmp>; // Texture Layer Red
bmap tex4 = <grass.bmp>; // Texture Layer Green
bmap tex5 = <bark.bmp>; // Texture Layer Blue
bmap tex6 = <cliff.bmp>; // Texture Layer Black


function multirgb_roughness() {
bmap_to_mipmap(mtl.Skin1);
bmap_to_mipmap(mtl.Skin2);
bmap_to_mipmap(mtl.Skin3);
bmap_to_mipmap(mtl.Skin4);

}


material multirgb {
flags = tangent;
skin1 = tex3;
skin2 = tex4;
skin3 = tex5;
skin4 = tex6;

event=multirgb_roughness;

effect
"
//////////////////////////////////////////////////////////////////////////////////////////////////////
// Define your needed values
float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matWorldInv;
float4x4 matWorldView;

float4 vecFog;

// Define your textures
texture mtlSkin1;
texture mtlSkin2;
texture mtlSkin3;
texture mtlSkin4;
texture entSkin1;
texture entSkin2;

//////////////////////////////////////////////////////////////////////////////////////////////////////
// Texture settings
sampler sTex1 = sampler_state
{
Texture = <entSkin1>; // rgb-blendmap
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex2 = sampler_state
{
Texture = <entSkin2>; // shadowmap
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};

sampler sTex3 = sampler_state
{
Texture = <mtlSkin1>; // red
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex4 = sampler_state
{
Texture = <mtlSkin2>; // green
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex5 = sampler_state
{
Texture = <mtlSkin3>; // blue
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex6 = sampler_state
{
Texture = <mtlSkin4>; // black
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};


struct TMULTI_VS_OUT // Output to the pixelshader fragment
{
float4 Pos : POSITION;
float Fog : FOG;
float2 Tex1 : TEXCOORD0;
float2 Tex2 : TEXCOORD1;
float2 Tex3 : TEXCOORD2;
float2 Tex4 : TEXCOORD3;
float2 Tex5 : TEXCOORD4;
float2 Tex6 : TEXCOORD5;

};


float DoFog(float4 Pos) {
float3 P = mul(Pos,matWorldView);// apply the linear fog formula
return saturate((vecFog.y-P.z) * vecFog.z);
}


TMULTI_VS_OUT TMulti_VS(
float4 inPos : POSITION,
float3 inNormal : NORMAL,
float2 inTexCoord0 : TEXCOORD0)
{

TMULTI_VS_OUT Out;

// transform the vector position to screen coordinates
Out.Pos = mul(inPos,matWorldViewProj);

// rotate and normalize the normal
float3 N = normalize(mul(inNormal,matWorldInv));

Out.Fog = DoFog(inPos);

// scale the texture coordinates for the masked textures
Out.Tex1 = inTexCoord0.xy; // rgb-blendmap (not tiled)
Out.Tex2 = inTexCoord0.xy; // shadowmap (not tiled)
Out.Tex3 = inTexCoord0.xy*30; // tiling texture red
Out.Tex4 = inTexCoord0.xy*10; // tiling texture green
Out.Tex5 = inTexCoord0.xy*10; // tiling texture blue
Out.Tex6 = inTexCoord0.xy*30; // tiling texture black
return Out;
}


//////////////////////////////////////////////////////////////////////////////////////////////////////
// pixelshader
float4 ps( TMULTI_VS_OUT In ) : COLOR
{
float4 BlendColor = tex2D(sTex1,In.Tex1);
float4 ShadowMap = tex2D(sTex2,In.Tex2);
float4 RedColor = tex2D(sTex3,In.Tex3);
float4 GreenColor = tex2D(sTex4,In.Tex4);
float4 BlueColor = tex2D(sTex5,In.Tex5);
float4 BlackColor = tex2D(sTex6,In.Tex6);




float4 BaseRed = lerp(BlackColor,RedColor,BlendColor.r);
float4 BaseGreen = lerp(BaseRed,GreenColor,BlendColor.g);
float4 FinalColor = lerp(BaseGreen,BlueColor,BlendColor.b);

FinalColor = FinalColor*ShadowMap; // maybe you will want to have it brighter ...*(ShadowMap+0.2)

FinalColor.a = 1.0f; // prevent transparency



return FinalColor;
}

//////////////////////////////////////////////////////////////////////////////////////////////////////
//
technique mytechnique
{
// Define your passes
pass p0
{
VertexShader = compile vs_2_0 TMulti_VS();
PixelShader = compile ps_2_0 ps();
}
}
";
}


ACTION multi_rgb {

my.material=multirgb;

}


Posted By: Lion_Ts

Re: Terrainmaking - 11/08/06 23:16

Thank you, Loopix!
Contribution like this, give us the part of 'solid' process of game creation.
Specially for new members of 3dgs community; free tool and clear way to integrate it with 3dgs. Thanks.
Posted By: EpsiloN

Re: Terrainmaking - 11/09/06 00:38

This is exactly what I needed right now great contribution! Thanks
Posted By: Loopix

Re: Terrainmaking - 11/09/06 09:12

Thanks for the kind words! I'm happy if it's usefull
Posted By: Iglarion

Re: Terrainmaking - 11/09/06 09:30

Shader code work really fine.
Thanks!
Posted By: PHeMoX

Re: Terrainmaking - 11/09/06 11:04

Very cool Loopix, thanks!

Edit: A little question btw, which map is the actual blendmap? Is it a greyscale image?

Cheers
Posted By: frazzle

Re: Terrainmaking - 11/09/06 11:52

This is a quite helpfull tool you contributed Loopix
I'll try it out tonight
One request I have, could you make a complided version in WED with a terrain
(heightmap and textures included) in it and the shader attached to it, that way I think the users will get the right information about it and also to be sure that the user doesn't apply it the wrong way to avoid the frustrasion ^^

Cheers

Frazzle
Posted By: Tempelbauer

Re: Terrainmaking - 11/09/06 11:57

wow, loopix
looks very good

i´ll test it soon
Posted By: TheExpert

Re: Terrainmaking - 11/09/06 12:23

Thanks a lot
that's a really great and real "contribution" for community.

i have asked for terrain editor for 3DS , some user is doing an outstanding tool
that will allow that ... nothing released or done

finally users will have at least your contribution for the moment.

Thanks again Loopix
Posted By: Tachys

Re: Terrainmaking - 11/09/06 16:28

TheExpert:

With all due respect, the strength of this system has never been in the tools that come with it. You know this, we know this... cease kicking the bones of this long dead horse.

It has been, and will probably remain, 2 things:

First, the system's flexibility. Almost no matter what level of the app you buy, there is a way to get some or all of the extras included in the higher levels. Few and far between are the development suites where you can get so much for so little. If there is something you want out of the system, no one is stopping you from coding it and adding it in.

Second, are the plethora of users like Loopix, who are more than willing to share their work with the community, if not for free, then for a nominal fee.
With them on board, almost anything is within your reach.

Note the similarity in the ending statements above: YOU have to extend YOUR reach. I have seen nothing on these boards from you in recent times that shows that you are doing that, or helping others extend theirs.

Back on topic, Loopix, great work, and the contribution is awesome! I was loking into doing something like this for another project, so it was also very timely as well.

Thanks again!
Posted By: TheExpert

Re: Terrainmaking - 11/09/06 17:48

"I have seen nothing on these boards from you in recent times that shows that you are doing that"

BE cool man

you take all that too seriously

my work is programmer, among my passions : video game making ,
BUT NO PROGRAMMING : i do enought at work , i hate doing more

i'm 3D Artist , help people : i'm not here to do that : sorry :
i help lot of people all the day in my job : it's a real pain
when i finish really late caus i have been kind enought to help someone
when i could let him down (caus sometimes that's not part of my job)

So you see i really help people , and i can't help in 3DGS or others
thongs , if i would do that i could never have a life

-I asked terrain : i know know i must let down (so terrain editing should be removed from forecast page ?? )

I'm 3D artist for games, not programmer , im' just asking some things other package have are are going to do :
terrain and shader editor , with shadows/light management.

I could conrtibute if someone ask me some models from monsters , people, buidlings (not textured or animated but well done), i gived some links to some
very good tutorials and advices)
Just ask me some model and when i have free time i can perhaps take time to
make it and give it to you : no problem


Now i'm not here to code i do enougth at job.
i'm not here to help people (sorry not my job), i just thought Conitec could
listen us a lot more in some points or be more precise about terraine editing : like YES or NO

If i could join a real RPG team , it would be with an engine already ready to go with all tools :
Torque (and incoming torqu Shader) have great complete terrain editor, real time editing, fast lightmapping for terrain, Lighting pack included,
and the RTS pack could be used for an RPG, Third person camera could work also.

i like 3DGS , but it's a little toy with lot of problems don't take things
too seriously you are in indie playground , even lot of people here are under 20 , so keep cool

go out take a breath , take the time to take a bear , look at girls walking on the street and you'll see you must be relative in life
Posted By: Pappenheimer

Re: Terrainmaking - 11/09/06 17:52

Nice contribution!

With your experience now, can you compare it to IceX2?

Or Sphere?

How fast is it? (fps, not workflow)

What about placed models, wmps and sprites, do they need special materials or even shaders?
Posted By: Salva

Re: Terrainmaking - 11/09/06 17:58

Sorry Loop, but I have not understood this!

When painting with textures in "earthscuptor" the rgb-blendmap is created as follows:
(from left to right) texture in slot1 creates red in the rgb-blendmap, slot2 = green, slot3 = blue, slot4 = black.
After you saved your terrain, you will find the highmap, the blendmap and the shadowmap in the "Maps" folder in the directory where "earthsculptor" is installed.

where is the rgb map? you mean this program create a rgb map? alone? and does it know where do you want the grass the stones and the other things? show me how.


cia

salva
Posted By: PHeMoX

Re: Terrainmaking - 11/09/06 18:15

The 'maps' get created when you 'save as' ... actually this doesn't make a .map file, but instead outputs several .png files in the directory where you export to.

The shader loopix kindly shared with us does the work on mixing the 4 textures. As for the program itself, you should really try it, it's pretty awesome and amazingly fast.

Cheers
Posted By: Loopix

Re: Terrainmaking - 11/10/06 01:39

Thanks all for the nice feedback

I threw a quick testlevel together, making it even more clear how to use the stuff
It's using Sylex3 water...unfortunately with slightly strange behavior

Download the testlevel here!


Posted By: frazzle

Re: Terrainmaking - 11/10/06 11:42

Thxn for the test level Loopix, it looks super

Cheers

Frazzle
Posted By: Salva

Re: Terrainmaking - 11/10/06 17:05

Loopix! the testlevel is amazing!
and the shader works very well! but that that I have not understood, is if the program earthsculptor, create the RGB texture! or must done it yourself? like we have done until now?

salva
Posted By: Nagashi

Re: Terrainmaking - 11/10/06 22:45

Very nice man... I can't wait to play around with this a bit
Posted By: erbismi

Re: Terrainmaking - 11/17/06 16:52

Thanks for this Loopix! I managed to get decent results in earthsculptor within 10 minutes. However i am having problems incorporating it into 3dgs. i looked at the blend map on the terraintest level, and it looks totally different to mine, which is almost totally white.
Posted By: Loopix

Re: Terrainmaking - 11/17/06 19:30

Hello

Take care that you only draw with the 4 textures in texture-mode, never with the colors in brush mode. Resave the blendmap as bmp-file with any programm that does this. The rest is described in the shader.wdl.
I just made an other huge awesome terrain with this little programm...so it definately work well
Posted By: immersionfx

Re: Terrainmaking - 11/17/06 20:45

Loopix, judging from the screenshot, this demolevel looks great!

Is there some reason that it doesn't work on A6.50.2?
I see a pink(!) terrain and no sea at all.

I have Sylex3.dll into acknex_plugins folder...
Posted By: Loopix

Re: Terrainmaking - 11/17/06 21:16

hmm...I have 6.5.2 too and it runs fine. Must be a graphic card issue I guess..though the terrain should work with pixelshader 1.0. Sorry...I really don't know how to get this adapted on other hardware...
Posted By: DavidLancaster

Re: Terrainmaking - 11/26/06 11:26

Thanks Loopix this really is the best!
Posted By: lionclaws

Re: Terrainmaking - 12/02/06 04:48

Loopix,
Thanks for the contribution...really cool.
Posted By: PrenceOfDarkness

Re: Terrainmaking - 12/03/06 08:53

I just cant seem to get med to work right with it.

I start a new terrain in med, and I load in the height map but the terrain doesn't change... Any help?
Posted By: Nagashi

Re: Terrainmaking - 12/03/06 17:30

Just open MED go to "File" scroll down to "Import" then select "Import Terrain from Pic" and select the height map you want to use. The terrain is created from the hight data. presto!!
Hope this helps

Cheers
Posted By: PrenceOfDarkness

Re: Terrainmaking - 12/06/06 21:26

I've tried that, it wont work. Any possible reasons this wont work?
Posted By: chaotic_dragon

Re: Terrainmaking - 12/11/06 09:27

hey im making a game and wuld like to know if u can make my levels and scripts pm me or email me at cdtjones69@hotmail.com if u wuld like to

cheers ~chaotic_dragon~
Posted By: Mysterious

Re: Terrainmaking - 12/18/06 14:19

Hi guys...

WOW!!! ( ; .... first of all, that was really AMAZING contribution with pretty cool test level.... so thank you Loopix

I was just wondering about how to generate the blend-map (the RGB map you used in the MED)
is there a way to make it automatically from the "Earthsculptor" or I have to make it manually

thanX in advance

Mysterious
Posted By: Nagashi

Re: Terrainmaking - 12/19/06 03:26

Quote:

I was just wondering about how to generate the blend-map (the RGB map you used in the MED) is there a way to make it automatically from the "Earthsculptor" ?




Earth Sculptor saves a bend map automaticly (when you save your map.) as well as a lighting map, and a colour map too. Just look in the folder where you saved your map... you'll need to convert the png files to a format 3DGS can use but they're there.

Cheers
Posted By: Nagashi

Added colour map support - 12/19/06 04:32

Now you can make your terrain look exactly like it dose in EarthSculptor. I’ve made a very modest addition to this great shader, it simply adds support for the colour map that is saved by EarthSculptor, which can add a great amount of variety, and lushness to your terrains. Here is a shot of a quick terrain I did to test the new version of this shader. As you can see on the far river bank there is colour variation within the grass via the colour map.



And here is the new shader just copy this .wdl over the old .wdl and set your terrain up with the colourmap as the first skin, then the rgb-blendmap as the second skin, and the shadowmap as the third skin.

New Version of the terrain multitexture shader

Cheers
Posted By: PrenceOfDarkness

Re: Added colour map support - 12/20/06 06:02

i will try again 2night and let everyone know my results
Posted By: TheTommynator

Re: Added colour map support - 01/05/07 21:04

German:

Erstmal sry, dafür, dass ich diesen Thread wieder hochhole

Dann: Danke Loopix für diese Contribution.

So, und nun zu meinem Problem:

Irgendwie scheint es, als benutze ich Earthsculptor falsch, denn ich bekomme nach dem Speichern sehr seltsame Bilddateien raus.
Die Color-Map ist leer, die RGB-Blendmap gibt in keinem Falle das wieder, was ich gemalt habe.
Nur die Shadowmap scheint mir korrekt.

Woran kann das liegen?

English:

First of all: Sry that I bump up this "old" thread.

Then: Thanks to Loopix for this great contribution

And no to my problem:

It seems as I'm using Earthsculptor wrong because after I save my terrain I get very strange pictures.
The color-map is empty and the RGB-Blendmap doesn't look as it should be. It's not what I've painted.
Only the Shadowmap looks correct.

What am I doing wrong here?

Thanks / Dankeschön
Posted By: Loopix

Re: Added colour map support - 01/05/07 22:59

Hallllllo!

Also:

Die rgb-blendmap (Endung..._d0) mit InfranView oder WindowsPaint im bmp Format neu abspeichern (weil diese Programme die für den Shader unnötige Transparenz nicht darstellen...was mit Photoshop oder Gimp z.B. nicht geht).

So auch mit der colormap (Endung..._c0) verfahren.

Auch die shadowmap (welche ein greyscale Format hat) sollte in ein rgb Format umgewandelt werden (mit Gimp oder Photoshop oder so...), dann ebenfalls als bmp neu abspeichern. Wenn man das nicht tut, hat die shadowmap später im Terrain harte Übergänge.


Ich hoffe, dass hilf weiter

Thanks Nagashi for making this shader fully EarthSculptor compatible
Posted By: TheTommynator

Re: Added colour map support - 01/05/07 23:34



Das ist ein Screen von einem Testlevel aus Earthsculptor.

Abgespeichert hab ich das ganze mittels File --> Save

So, nun hier ein Screenshot der Blendmap aus Photoshop:


Hier sieht man also, dass die Blendmap schlichtweg einfach nicht generiert wird.

Kann ja sein, dass das ein Fehler von Earthsculptor ist, oder aber einfach ein Fehler meinerseits beim Erstellen des Levels in Earthsculptor.

Vllt. kann mir ja jemand weiterhelfen.

English Version:

This time a bit shorter
On the first Screen you can see the terrain I created and on the second screen you can see the blendmap in Photoshop.

So you can see that the blendmap created for this terrain is simply empty.

Is this a bug in Earthsculptor or a usage-mistake by me?
Posted By: Loopix

Re: Added colour map support - 01/05/07 23:42

Hab ich mich etwa nicht deutlich genug ausgedrückt?

Quote:

Die rgb-blendmap (Endung..._d0) mit InfranView oder WindowsPaint im bmp Format neu abspeichern (weil diese Programme die für den Shader unnötige Transparenz nicht darstellen...was mit Photoshop oder Gimp z.B. nicht geht).



Posted By: TheTommynator

Re: Added colour map support - 01/05/07 23:45

Oh sry

Ist aber schon seltsam, dass Photoshop dann nur Transparenz darstellt anstelle meiner schönen Blendmap

Edit: Mir fällt aber gerade auf, dass die Color-Map (Endung: c0) einfach weiß ist.
Hmmm...
Und diesmal habe ich sie mit Paint aufgemacht
Posted By: JetpackMonkey

Re: Added colour map support - 01/06/07 00:00

Just wanted to repeat Pappenheimer's question --Could anyone here discuss the differences between this and IceX 2.0? Is this somehow better or easier to work with? In performance/output? Is the shader better? in IceX 2 you can split a terrain into chunks. Does this work here as well?
Posted By: Loopix

Re: Added colour map support - 01/06/07 00:02

Die colormap hatte ich bisher halt nie verwendet! Es geht aber garantiert!
Hast du denn auch im Terrain-Menu (da wo du LOD und Fog...etc einstellen kannst) das Häckchen bei "color" angeglickt?
Posted By: FrankyFly

Re: Added colour map support - 01/06/07 00:03

Wie kann man mehr als 4 Texturen nutzen?
-----------
How can i need more then 4 Skins?


Posted By: Loopix

Re: Added colour map support - 01/06/07 00:09

You can make very decent terrains with four skins! More skins are possible, but would drop your framerate. I think four skins is better than three...no?
Posted By: TheTommynator

Re: Added colour map support - 01/06/07 00:12

Ja, ich hatte bei Terrain das Häckchen bei Colormap.

Hab nochmal ein neues Terrain erstellt und wieder keine Colormap dabei...

Seltsamerweise ist beim Sampleterrain beim abspeichern eine dabei.

Irgendwas stimmt doch da nicht...
Posted By: FrankyFly

Re: Added colour map support - 01/06/07 00:14

;-), klar aber was ist wenn du Berg-, Strassen- und Grün Gelände hast?
Da kommt man dann nicht mit 4 Texturen aus.
Was machen?

------

If u use Hills, Streets und Greens then u need more then 4 Skins.
Posted By: Loopix

Re: Added colour map support - 01/06/07 00:18

tja...dann weiss ich auch nicht mehr weiter Könnte aber auch ein beta bug sein (EarthSculptor ist ja noch nicht voll ausgereift...)
Posted By: TheTommynator

Re: Added colour map support - 01/06/07 00:24

Ah!

Ich glaube es ist so eine "It's not a bug it's a feature!"-Sache:

Quote:

the texture map your talking about is the color map, you paint on it seperatly by using the paint tool (the tool that looks like a paint brush). and selecting colors from the palette. the detail and color are added together to create more dynamicly colored terrain




Die Frage war, warum die Colormap immer weiß ist.
Das war ein Zitat aus dem offiziellen Forum
Posted By: TheTommynator

Re: Added colour map support - 01/06/07 00:50

Ich hoffe, ich nerve nicht, aber nachdem das Problem soweit geklärt ist, bin auf folgendes seltsame Verhalten gestoßen:



Ich hab das Gefühl, es liegt am Textur-Tiling, aber ich weiß nicht, wie ich das wegkriegen soll.

Dankeschön schonmal, wenn du mir hier nochmal helfen kannst
Posted By: FrankyFly

Re: Added colour map support - 01/06/07 00:56

Yo, das Problem mit der Textur abgrenzung habe ich auch gerade.
Ich bin also auch für jede hilfe dankbar.
Posted By: PHeMoX

Re: Added colour map support - 01/06/07 11:08

What size are those textures? They should be sizes a power of 2. 256x256 or 512x512 for example. Other than that, there's a line in the shader which takes care of tiling. It's all commented in the shader code itself.

Code:

Out.Tex1 = inTexCoord0.xy; // rgb-blendmap (not tiled)
Out.Tex2 = inTexCoord0.xy; // shadowmap (not tiled)
Out.Tex3 = inTexCoord0.xy*10; // tiling texture red30
Out.Tex4 = inTexCoord0.xy*30; // tiling texture green10
Out.Tex5 = inTexCoord0.xy*20; // tiling texture blue10
Out.Tex6 = inTexCoord0.xy*30; // tiling texture black30



Change for example the *30 into *20 to get a different tiling result for texture6(which is actually texture 4 off course),

Cheers
Posted By: broozar

Re: Added colour map support - 01/06/07 11:29

wenn ich raten sollte... chunked terrain abstellen.
Posted By: TheTommynator

Re: Added colour map support - 01/06/07 12:02

Thanks @ PHeMoX!

This was it.

The textures had the size of a power of 2 but where not 256, 512 or 1024.
I changed the texturesize to the correct amount and the black borders disappeared.

Thanks
Posted By: JetpackMonkey

Re: Added colour map support - 01/07/07 13:42

To answer the question Pappenheimer and I had, I think this is the deal:

--The Earthsculptor editor is a lot better than the A6-based one in IceX2.0. It has multiple undo, it's very quick and intuitive, easier to navigate, and doesn't crash.
-- The output from earthsculptor using the blendmaps is a lot easier to tweak manually in paint programs, working with the bitmaps directly.

-- IceX 2 is really quick in terms of exporting a WMB, it is not necessary to convert all these files and get them in place for a separate shader. IceX is a lot easier.
-- I can't see any difference in quality between the two
-- IceX 2 can also do 4 textures
-- IceX 2 can divide a terrain into multiple chunks, even if it's a polymesh/mdl terrain (that's a big one in my opinion)
-- IceX2 can output both high quality multitexture terrain -and- low quality single texture (composited) terrain. I find that useful for using the low quality as a temporary model in my 3D editor, so I do not need a fancy shader in my modelling environment, then substituting in the high quality version when the game is built.
-- IceX 2 can also automatically set water
-- Not sure if Earthsculptor can do this, but IceX2 has a great road feature.
-- IceX 2's texture blending feature with sliders is really easy.

I prefer IceX 2, but it crashes all the time and there isn't an undo feature those two things really suck eggs. But it's easier and quicker. But harder to tweak manually because all the blendmaps are internal textures to the actual mdl file.

I think the best tool would be a non-A6 based IceX 2 editor that does the same thing, but with multiple undo and stability, and some slightly better navigation tools, with easy to read external files and the easy export it already has. Personally I'd stick with Icex2, and saving frequently to avoid the crashes and be able to go back once in a while in lieu of undo.

I hope that helps if anyone is curious about the difference between these two approachs! I'm not saying one is better than the other, I think they're about equal overall, but nearly polar opposites in strengths and weakness.
Posted By: FrankyFly

Re: Added colour map support - 01/08/07 17:49

Nabend,
ich hab mit der Höhe unter Earthsculptor noch probleme.
Wenn z.b. grosse hohe Berge erstellt werden sollen dann lässt sich das nur bis zu einer bestimmten höhe machen.
Muss ich das im MED nach korrigieren oder hat da jemand noch ne bessere lösung?

----
Hi,
i have problems with the max height in Earthsculptor.
How can i adjust the max height of Mountains.... in MED?
Posted By: PrenceOfDarkness

Re: Added colour map support - 01/27/07 05:28

As far as IceX 2.0 and earth sculptor I like earth sculptor better simply because of undo and it's user interface is nicer. It hardly ever crashes btw.

Anyway I can't seem to get MED to import from earth sculptor. I save as in earth sculptor, and i open the PNG in paint, and save as BMPs. After that I try loading the BMP from file import terrain from pic but nothing happens at all in med. The program continues as if i didn't do anything. I only have this problem with pics from earth sculptor. Can someone help me? I really like earth sculptor!

Also, is earth sculptor free for use commercially? If not how much to do so?
Posted By: PrenceOfDarkness

Re: Added colour map support - 01/27/07 05:32

As far as IceX 2.0 and earth sculptor I like earth sculptor better simply because of undo and it's user interface is nicer. It hardly ever crashes btw.

Anyway I can't seem to get MED to import from earth sculptor. I save as in earth sculptor, and i open the PNG in paint, and save as BMPs. After that I try loading the BMP from file import terrain from pic but nothing happens at all in med. The program continues as if i didn't do anything. I only have this problem with pics from earth sculptor. Can someone help me? I really like earth sculptor!

Also is earth sculptor free for commercial use?
Posted By: PrenceOfDarkness

Re: Added colour map support - 01/27/07 07:12

Okay I finally got it into med and working fine! Now for my 2nd problem. How should I apply the skins?
Posted By: Loopix

Re: Added colour map support - 01/29/07 14:09

This is explained at the begining of the shader code I posted. Also don't forget to resave the textures as bmp files (rgb-mode...also the shadowmap) with InfranView or windows paint. If you still got problems, read the whole thread once more and you'll manage
Posted By: Frederick_Lim

Re: Added colour map support - 02/08/07 07:23

I search the forum for terrain editing and found this.I think the method mentioned is better put in 3DGS Wiki, this should help beginners like me.

http://www.coniserver.net/wiki/index.php/Art_Pipeline
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