IceX 2.0 Release Version

Posted By: oliver2s

IceX 2.0 Release Version - 04/20/06 17:18

(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:






Posted By: ROMAC

Re: IceX 2.0 Release Version - 04/20/06 17:38

The long awaited has come. Going to check it out.
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 04/20/06 17:42

Gekauft!
Posted By: Machinery_Frank

Re: IceX 2.0 Release Version - 04/20/06 18:18

wow, fantastic news.
Posted By: fogman

Re: IceX 2.0 Release Version - 04/20/06 18:24

Uuuuh....der Leckerbissen ist fertig.
Sobald ich aufrüste, wird es angeschafft!

edit: Alter Preisbrecher!
Posted By: frazzle

Re: IceX 2.0 Release Version - 04/20/06 18:47

Thank you oliver2s, finaly, the waiting is over...

Cheers

Frazzle
Posted By: TWO

Re: IceX 2.0 Release Version - 04/20/06 19:12

Ein kleiner Schritt für dich, aber ein großer schritt für die Community!
Posted By: Loopix

Re: IceX 2.0 Release Version - 04/20/06 20:24

Starkes Stück...welches ich mir natürlich nicht entgehen lassen will = GEKAUFT!
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/20/06 23:13

I forgot to say: on the screenshots you see panels with german language, but there's also an english version avaiable.
Posted By: Mondivirtuali

Re: IceX 2.0 Release Version - 04/20/06 23:27

Not phisycs with the com edition?
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/20/06 23:37

You have only 1 object per frame with commercial editon. Of course you can export your levels with physics, also if you own "only" com edition (or extra or standard).I think this makes not much sense, but you can do it.
Posted By: TripleX

Re: IceX 2.0 Release Version - 04/20/06 23:50

congratz!
I won't buy it cause I'm no Mapper, but as a long alpha/beta-tester of IceX2 I can say that 13€ is nothing for this fantastic program. Buy it
Posted By: Grafton

Re: IceX 2.0 Release Version - 04/21/06 00:09

Please let us know when the manual is ready. This is definately a 3dgs must have!

Posted By: snake67

Re: IceX 2.0 Release Version - 04/21/06 05:39

Hi Oliver
Auf der Shop Seite kann man sich bei PayPal anmelden. Der Standort "Deutschland" lässt sich im Formular aber nicht ändern.

Gruss, Snake67
Posted By: Helghast

Re: IceX 2.0 Release Version - 04/21/06 07:04

where can i get the english version?
and is it paypal only for payment? or can i use credit card as well here?

looks realy usefull for us scripters (level desgin noobies, whatever you call yourself ).
i definatly am gonna buy this one
good job, and i cant wait untill you finished the manual.

regards,
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 10:04

Quote:

Auf der Shop Seite kann man sich bei PayPal anmelden. Der Standort "Deutschland" lässt sich im Formular aber nicht ändern.





Ich habs grad mal ausprobiert. Bei mir geht's

Quote:

where can i get the english version?
and is it paypal only for payment? or can i use credit card as well here?





You get the english AND german version if you buy it. Then you can choose on your own what version you download (or both).
I don't know if Paypal accepts creditcard.
Posted By: Captain_Kiyaku

Re: IceX 2.0 Release Version - 04/21/06 10:13

@snake, Deutschland steht gaaaanz oben als 1. stelle. hatte es auch erst nicht gefunden xD

edit: achso du möchtest deutschland in schweiz ändern :> ja dann machs wie thunder sagte ^^' (unter mir)
Posted By: Xarthor

Re: IceX 2.0 Release Version - 04/21/06 10:16

Wow, finally its out!
Gonna buy it asap.

@snake67:
Standort (Landes) änderung siehe bild:
http://home.arcor.de/vision-soft/icex_shop.jpg
Posted By: HPW

Re: IceX 2.0 Release Version - 04/21/06 12:31

Ich hätte noch ein paar Fragen:
1. Wieviele Texturen können auf ein Terrain (bestehend aus mehreren Models) angewandt werden?
2. Gibt es Probleme mit dem Texturieren beim Übergang (Schnittkanten) zweier Terrain-Models?
3. Wird das .X Model-Format implementiert (bzw. ist es nutzbar) für Objekte die auf dem Terrain platziert werden können, sobald das Feature offiziell in 3DGS implementiert ist?
4. Wie groß kann man das Terrain erstellen? Gibt es eine Grenze für das Terrain (z.B. anzahl an Terrain-Models)?
5. Sind Geschwindigkeit der Kamerasteuerung einstellbar? (Das würde bei großem Terrain Sinn machen.)
6. Wie schnell ist das Terrain im vergleich mit dem von Conitec? (Wenns schonmal geschrieben wurde, dann muss ich wohl geschlafen haben.)
7. Gibt es schon Erfahrungen in Kompatibilität mit dem Sphere Plugin von Matt? Brauch ich mir da Gedanken zu machen, wenn ich beides zusammen benutzen möchte, oder kann da garnichts passieren?

Ok, das ist fürs Erste genug, mehr Fragen kommen vielleicht noch.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 12:40

1.) Es können bis zu 4 Texturen auf dem Terrain sein.
2.) Am Terrain wird jeweils ein Pixel am Rand abgeschnitten um den DX Pixelvermischungseffekt zu vermeiden. Diese jeweils 2 Pixel kann man gut kaschieren.
3.) Diese Frage kann ich erst beantworten wenn das X.* Modell feature in 3DGS implementiert ist.
4.) Die Grenze des Terrains ist 8*8 Terrainstücke, das ist schon ziemlich groß
5.) Ja das ist einstellbar
6.) Ich hab noch keine direkten Framevergleich gemacht, aber mit dem LOD dürfte es schneller sein bei GROßEN Terrains.
7.) Dürfte eigentlich kein Problem sein, da das Level als normales A6 WMP Level exportiert wird das sich im WED öffnen lässt. Und die Scripte die dabei liegen sind auch nichts besonderes.
Posted By: HPW

Re: IceX 2.0 Release Version - 04/21/06 12:48

Wenn maximal 4 Texturen möglich sind, gibt es dann eine Möglichkeit ein zweites Terrain zu erstellen, das an einem Außenrand (Terraingrenze) die genauen Höhen des ersten Terrains übernimmt, damit man beide Terrains in 3DGS nebeneinander platzieren kann ohne das man den Übergang merkt? Und wenn das nicht möglich ist, wird es vielleicht noch implementiert?

Wenn das dann noch auf alle 4 Terrainseiten anwendbar ist, könnte man auch noch größere Terrains erstellen, falls einem das doch zu klein sein sollte mit 8*8 Terrainstücke.

Ich benötige sehr, sehr große Terrains für ein RPG.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 13:09

Im Editor geht das nicht. Du könntest die Heightmap exportieren und die Ränder gleich hoch machen und dann wieder importieren. Das geht.
Posted By: gri

Re: IceX 2.0 Release Version - 04/21/06 14:15

Hi,


die Lieferung erfolgte bereits wenige Minuten nach meiner Bestellung.

Ich bin bereits am Herumprobieren.

Danke ,
griller
Posted By: HPW

Re: IceX 2.0 Release Version - 04/21/06 14:19

ok, hört sich gut an. Ist gekauft.
Posted By: gri

Re: IceX 2.0 Release Version - 04/21/06 14:36

@oliver2s

...existiert eine undo Function ?

...und es wäre praktisch einen alternativen Bewegungsmodus zu haben, wobei die Camera nicht direkt aufs Ziel zuschießt sondern im aktuellen Abstand zum Boden bleibt.

Das würde es vereinfachen, Entities kreuz und quer über die Map zu tragen.


,griller(der gerade chorrol nachbaut)
Posted By: ulf

Re: IceX 2.0 Release Version - 04/21/06 15:07

oliver2s: angenommen man erstellt ein terrain mit dem editor, nimmt 4 normale gekachelte texturen für den multitextur shader.

jetzt exportiert man dieses terrain als modelle. was für texturen liegen dann auf den jeweiligen modell stücken? wieder 4 texturen + shader nur halt mit ner kleineren blendmap?
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 15:12

Nein, wenn du mit den Default-Einstellungen Exportierst wird da Terrain 1:1 zu dem Editor-Terrain sein (gleiche Skinanzahl/Größe, Verticesanzahl etc...).

@ri: Es existiert keine Undofunction.
Posted By: ulf

Re: IceX 2.0 Release Version - 04/21/06 15:27

okay, naja mein problem ist folgendes. beim aktuellen spiel bauen wir das terrain aus einzelnen modellblöcken zusammen. ein block ist so gross wie ein kleiner block im WED.
diese blöcke erstellen/bearbeiten wir bisher im modeller und platzieren sie mit einem eigenen editor.

jetzt denke ich mir, wenn du das gesamte .hmp terrain als modell speicherst musst du das doch irgendwie in einzelne teilchen zerlegen? zumindest hatte ich frank so verstanden. bei uns benutzt ein kleiner block z.b. ein 256x256 skin.

ich dachte mir eben wir könnten eine menge arbeit sparen, wenn wir für die terrainerstellung icex2.0 verwenden also grob das terrain erstellen und texturieren und dieses fertige dann als .mdl exportieren. die einzelne block/terrainteilchengrösse könnten wir ja auf unseren eigenen editor einstellen und die fertig aus icex exportierten teilchen dort platzieren.

ich hoffe das ist einigermassen verständlich erklärt? wenn das gehen würde, wär ich sofort ein neuer kunde. bitte erklär doch einmal genau was icex beim export eines terrains als modell tut. danke
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 15:54

Beim export werden die Daten (die Modelle) die man im Editor sieht in den WED übertragen. Die Terrainmodelle sind einzelne "Blöcke" aus jeweils 32x32 Vertices mit 3 Blendmaps á 128x128 Pixel und eine Shadowmap á 256 Pixeln. Lädst du jetzt zum Beispiel eine Heightmap die 64x64 Pixel groß ist wird diese in 2x2 Modellblöcke aufgeteilt.
Posted By: Salva

Re: IceX 2.0 Release Version - 04/21/06 16:01

Hi olive2s!

I have bought the program with paypal yesterday, when could I have the honor of download it?
Thanks!

Regards

salva
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 16:09

There are some roblems with my e-mail account and "..@aol.com" accounts. At all who have problems with recieving the e-mail please read this thread: Stonehill-Forum
Posted By: Salva

Re: IceX 2.0 Release Version - 04/21/06 16:30

I don't know but like griller has written:

Hi,
die Lieferung erfolgte bereits wenige Minuten nach meiner Bestellung.
Ich bin bereits am Herumprobieren.
Danke ,
griller.

also I live in Germany, and for this I have done this question.

here: the paypal confirmation:
Guten Tag, Salvatore Monteleone!

Mit dieser E-Mail wird bestätigt, dass Sie an oliver@stonehill-online.de (oliver@stonehill-online.de) €12,95 EUR mit PayPal bezahlt haben.



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

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

Zahlungsdetails

Transaktionscode: 2KL76523599906825
Betrag: €12,95 EUR
Artikelbezeichnung: IceX 2.0 Leveleditor
Artikelnummer: 100001
Käufer: Salvatore Monteleone


Regards


salva
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/21/06 18:08

@Salva, please check your PMs.
Posted By: Salva

Re: IceX 2.0 Release Version - 04/21/06 19:10


Nothing here!



salva
Posted By: Salva

Re: IceX 2.0 Release Version - 04/21/06 19:24

Yes i have the link, but the password not work!
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 04/21/06 19:40

Pm das doch bitte an Oliver, oder schick eine Email an seinen Support!

Das muß doch nicht hier im Thread stehen!
Posted By: JamesA

Re: IceX 2.0 Release Version - 04/22/06 16:09

Great programme,
I got it yesterday, I look forward to the manual but it seams fairly simple to use.

One thing, the level I am currently working on will be a flatish landscape in a city, however some uneven streets.
For this level, should I just import a big MDL as the street base and place the other building mdls and just use Icex for placement and fog?
Thanks.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/22/06 16:41

Yes. You don't need to create a terrain. IceX2 can also be only used for placing models in an empty level like a city.
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/22/06 16:45

Hi, looks great

I have a question about texturing-- is this like in HMP where there's one big texture for the entire model, or can you take a few small repeating textures and use them to texture the model?

Like, can I use repeating tiles using UV information in IceX, so I do not have to have one big image (like in HMP) ? E.g. paint some grass texture here, some road texture there, but only use 2 or 3 small textures to do the whole thing?

Or does it make one big texture for the whole thing?

PS Oliver, darf ich bezahlen durch einen standard deutsch Geld ueberweisung direkt zu deinem Konto statt Paypal nutzen?
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/22/06 18:08

It's this:

Quote:

Like, can I use repeating tiles using UV information in IceX, so I do not have to have one big image (like in HMP) ? E.g. paint some grass texture here, some road texture there, but only use 2 or 3 small textures to do the whole thing?





You can only pay per Paypal.
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/22/06 18:19

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.
Posted By: ulf

Re: IceX 2.0 Release Version - 04/22/06 20:28

just one more question. can you define the size of the model chunks when exporting the terrain made in icex as .mdl file? thx
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/22/06 20:34

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?)
Posted By: JamesA

Re: IceX 2.0 Release Version - 04/22/06 23:23

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.....
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/23/06 01:48

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?
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/23/06 09:43

I can set the number higher than 99. But WED does not accept higher numbers.
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 04/23/06 11:56

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.)
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/23/06 12:12

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
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/23/06 13:41

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
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/23/06 14:16

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.
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/23/06 14:23

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.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/23/06 14:59

I couldn't figure out how to get 4 different scalingfactors for each texture. But I try to look into this again.
Posted By: bupaje

Re: IceX 2.0 Release Version - 04/23/06 15:14

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.
Posted By: IslandDreamer

Re: IceX 2.0 Release Version - 04/23/06 19:00

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!
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 04/25/06 13:58

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
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/25/06 17:27

3. -> This is already possible. Go to heightmap generator -> Data
Posted By: Matt_Coles

Re: IceX 2.0 Release Version - 04/25/06 22:26

another idea is to allow compatibility with sphere so commercial users can have fresnel water and nice shadows
Posted By: Mondivirtuali

Re: IceX 2.0 Release Version - 04/26/06 01:44

Yes , I would buy is if there is full compatibily with comm edition, including one P object per frame.
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 04/26/06 20:23

"one P object per frame"?
Posted By: Captain_Kiyaku

Re: IceX 2.0 Release Version - 04/27/06 06:10

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?
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/27/06 11:35

Hmm I don't know why it should not work to copy and paste the terrains in WED?
Models can't have shadow on the terrain.
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 04/27/06 18:36

Hi Oliver
Erst mal Respekt das Tool ist super !!!
Aber wieso kann ich keine .wmb datein einfügen ?? dann Stürtz das Prog immer ab !!!

Cu Angel
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/27/06 18:38

Ja das ist ein Bug, der wird im kommenden Patch behoben.
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 04/27/06 18:41

Ok danke ! HAste vllt ICQ?? Dann kann ich be Fragen direkt dich anschreiben und brauhce das Forum net zuspamen ^^

cu Angel
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/27/06 18:44

Besser die Fragen ins offizielle Forum stellen: http://forum.stonehill-online.de
Posted By: Gordon_Shumway

Re: IceX 2.0 Release Version - 04/29/06 15:55

Hi !!!

Ich habe gerade euer Programm erworben. Ich habe zwar bisher nur 5 Minuten Zeit gehabt, es mir anzuschauen, aber was ich gesehen habe, gefällt mir wirklich seeeehr gut !!!
Großes LOB an euer TEAM !!!

Kurze vielleicht auch dumme Frage:
Warum ist der Wassershader nur unter der pro-version exportierbar ?
Ist es unter z.B. meiner COM generell nicht möglich oder wird daran noch gearbeitet und kommt noch ?

Nochmal großes LOB an euch,

G.S.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 04/29/06 17:19

Der Shader ist nur in Pro verfügbar da der Shader das Feature Render-to-Texture (View auf die Textur rendern, view.bmap) benötigt. Dieses gibt es leider nur in der Pro Edition.
Posted By: Penneywize9

Re: IceX 2.0 Release Version - 04/30/06 19:01

Hi, I'd like to make a few points about this program..

I'm on the market for a good terrain program that works well with 3DGS. This looks like it fits the bill. All I've heard from people is that it's a wonderful program and well worth the 13 Euros it goes for.

Now here's what really gets on my nerves:

There's no 'Try before you buy' demo, where one could presumably TRY OUT the program before paying for it. Did you ever buy a car before taking it for a test drive? No? Oh, well then. And oh yes, about the 'demo level' that's included... How the heck am I supposed to open it? It's just a bunch of MDL files and one .icx file which obviously can't be opened in WED. Sure, I can open the MDL files and play with them a bit, but I don't see the finished product, and even if this demo level came complete, I still have no freakin clue how the editor works, or whether I'll even like it or not.

Everything is in German. I got frustrated to the point where I was ready to fork over the ~20$ CAD to pay for the damn thing just so I could test it out. But guess what? the paypal page is in German. Way to go, you just lost a sale. Plus, most Paypal online store plugins allow the user to purchase without having to set up a Paypal account (direct purchase via CC). Can't do that for IceX 2.0.

Now, seeing as how I'm a guy who likes to TEST something before blindly shelling out cash for it, and that I speak ENGLISH and don't have a Paypal account, how inclined am I to purchase this program?
Posted By: Lost

Re: IceX 2.0 Release Version - 04/30/06 21:22

Chill, he has an american flag near the top you can click on for an english page.
Posted By: Rhuarc

Re: IceX 2.0 Release Version - 04/30/06 21:24

Quote:

Hi, I'd like to make a few points about this program..

I'm on the market for a good terrain program that works well with 3DGS. This looks like it fits the bill. All I've heard from people is that it's a wonderful program and well worth the 13 Euros it goes for.

Now here's what really gets on my nerves:

There's no 'Try before you buy' demo, where one could presumably TRY OUT the program before paying for it. Did you ever buy a car before taking it for a test drive? No? Oh, well then. And oh yes, about the 'demo level' that's included... How the heck am I supposed to open it? It's just a bunch of MDL files and one .icx file which obviously can't be opened in WED. Sure, I can open the MDL files and play with them a bit, but I don't see the finished product, and even if this demo level came complete, I still have no freakin clue how the editor works, or whether I'll even like it or not.

Everything is in German. I got frustrated to the point where I was ready to fork over the ~20$ CAD to pay for the damn thing just so I could test it out. But guess what? the paypal page is in German. Way to go, you just lost a sale. Plus, most Paypal online store plugins allow the user to purchase without having to set up a Paypal account (direct purchase via CC). Can't do that for IceX 2.0.

Now, seeing as how I'm a guy who likes to TEST something before blindly shelling out cash for it, and that I speak ENGLISH and don't have a Paypal account, how inclined am I to purchase this program?




That just made my day

Hehehe.

Cool off buddy... if you won't want to buy it, don't. Don't get all pissed off because it isn't the way you want it.
Posted By: Mondivirtuali

Re: IceX 2.0 Release Version - 04/30/06 22:20

Can you made a good looking level, compile it and put an walk action chbebe inside.
Posted By: Penneywize9

Re: IceX 2.0 Release Version - 04/30/06 22:38

Quote:


That just made my day

Hehehe.

Cool off buddy... if you won't want to buy it, don't. Don't get all pissed off because it isn't the way you want it.




NP, I won't. Though I should point out this has nothing to do with the program itself, so your point isn't valid.

The only things that bother me are that A: I can't try it out and B: I can't buy it even if I wanted to because the purchase software is in German. That's pretty lame IMO and I believe most of us have come to expect more. If the software were truly meant for English users, you'd think they'd have some sort of support for that on the darn purchase page. Based on what I've seen this program should make no pretense about being able to support english-speaking users.

Please don't turn my rant into something that was bashing the program because it wasn't. I'm only upset that I have no means to buy the program. If I were saying 'oh well this program sucks because it doesn't have such-and-such a feature and the GUI is crap' then I'd deserve your comment. But I didn't.

Now, if at the very least someone would go and set up an english paypal page I think I'd probably still buy it. I'm sure asking for a working demo is a bit much and I think I can live with not being able to do so. But is asking for an english-base purchase page a bit too much?
Posted By: Gordon_Shumway

Re: IceX 2.0 Release Version - 04/30/06 23:33

Hi !!!

Kann mir jemand mal kurz sagen, wofür das Symbol in der Leiste rechts von den Symbolen X,Y,Z steht ?

Danke !!!
Posted By: Captain_Kiyaku

Re: IceX 2.0 Release Version - 04/30/06 23:54

damit kannst du physicobjekte "aktivieren" glaub ich.
also wenn du zb paar kugeln irgendwo in die luft plazierst oder so, und bei denen physik aktiviert hast, dann drückst du auf den knopf und die fallen runter und rollen weg. also dann wird die physik erst ausgeführt.
Posted By: Orange Brat

Re: IceX 2.0 Release Version - 05/01/06 00:53

The Paypal site is pretty self explantory. You log in and then press "Weiter."

And, since I'm from a US acct, it switches to an English page after I do this. Then, I just press "Pay."

Next.
Posted By: Gordon_Shumway

Re: IceX 2.0 Release Version - 05/01/06 10:13

@Kihaku: Danke dir !!!
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/02/06 14:39

Das deutsche Handbuch ist nun verfügbar. Das Englische kommt auch bald:
IceX2_Handbuch.chm, 177 KB
Posted By: tkunze

Re: IceX 2.0 Release Version - 05/02/06 15:27

Leider wird bei mir nur das Inhaltsverzeichnis angezeigt. Die Inhalte fehlen
(Meldung Page cannot be displayed).

Das Hilfeprogramm scheint Seiten wie z.B. shadows.htm zu suchen kann diese
aber nicht auflösen und anzeigen.

Liegt das nur an meinem Rechner oder gibt es ein Problem mit dem Hilfeprogramm?
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/02/06 15:42

Also auf unseren 2 Rechnern daheim geht es einwandfrei.
Posted By: old_bill

Re: IceX 2.0 Release Version - 05/02/06 15:47

EDIT:
Zeigt nur Inhalt, wenn man es explizit speichert,
und nicht nur über "Öffnen" sich anschaut.

old_bill
Posted By: Salva

Re: IceX 2.0 Release Version - 05/02/06 15:58

Hi!

Bei mir auch! leer..

salva
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/02/06 16:20

Bei mir funktioniert soweit alles einwandfrei!

Sehr sinnvolle Hotkeys! Danke!

------
Ein erstklassiges Feature wäre noch, wenn man die Zellengröße der Terrains einstellen könnte.
Vielleicht am einfachsten an der Stelle zu integrieren, an der man beim Erstellen eines neuen Levels die Anzahl der Terrains festlegt.


EDIT(sonst ist der folgende Satz nicht verständlich):

Dann wäre noch schön, wenn man Terrains in der Größe 64x64 und 128x128 erstellen und bearbeiten könnte!

2.EDIT[Verzeiht, das grammatische Chaos mußte ich überarbeiten! ]
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/02/06 17:41

Oke ich werds mir mal aufschreiben. Kann aber dauern bis das implementiert ist.
Posted By: Can

Re: IceX 2.0 Release Version - 05/04/06 12:37

Hi.

Schade,,, bei mir funktioniert die Doku auch nicht!

Bekomme auch nur die Meldung,,, "Die Seite kann nicht angezeigt werden.".

War am überlegen ob ich mir IceX2 kaufe und da keine Demo existiert, hätte ich mir gerne die Doku angeschaut um zu sehen ob es was für mich ist.

Warum gibt es kein PDF oder geziptes HTML oder so was?
Das dürfte so ziemlich jeder auf bekommen.

Naja,,, vielleicht irgendwann mal.

Grüße,
Can
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/04/06 12:55

Habt Ihr denn die vollen 174 kb runtergeladen?
Und das 3dgs Handbuch funktioniert einwandfrei?

Eine Idee:
Ich habe Open Office auf meinem Rechner. Vielleicht hat Oliver die Datei damit angelegt, und die Microsoft-Programme weigern sich das anzuerkennen!
(Nur so'n Gedanke.)

EDIT: Ich sehe grad, daß Old Bill seinen Post editiert hat(übrigens eine Unart, wenn man etwas komplett neues mitzuteilen hat!!!! ).
Ich speicher solche Sachen auch erst ab, bevor ich sie öffne.
Posted By: Can

Re: IceX 2.0 Release Version - 05/04/06 13:18

Hi.

Volle 174 KB runter geladen.

Mit "öffnen", "speichern" und "Ziel speichern unter" versucht, aber nothing, niente, nada, nichts.

Gamestudio-CHM funktioniert wunderbar.

Grüße,
Can
Posted By: Captain_Kiyaku

Re: IceX 2.0 Release Version - 05/04/06 13:19

bei mir gehts ohne probleme, nutze kein openoffice
Posted By: gri

Re: IceX 2.0 Release Version - 05/04/06 14:31

hi,

habe keinerlei Probleme. Navigation funktioniert einwandfrei.

Ich hab' zwar keine Ahnung von kompilierten Hilfedateien aber das Register "Internetoption" macht mich stutzig.

Haben die betreffenden Leute generell Probleme mit CHM Dateien?
Welche Version und welchen Internetbrowser nutzt ihr?
Welches Betriebssystem?


,gri
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 05/04/06 15:13

HUHU
Also bei mir funzt es auch nicht kannste das vllt mal als sozusagen TUT auf deine Page stellen (siehe Triple X) So das man sich die Doku ohne sie runter zuladen reinziehen kann

thx & cu
Angel
Posted By: Berliner2

Re: IceX 2.0 Release Version - 05/04/06 15:32

Dateieigenschaften > Sicherheit > "Zulassen" anklicken,
bei mir hat das unter XP funktioniert.

Gruß
Berliner2
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 05/04/06 17:28

Ok es funzt fragt aber nicht wieso auf einmal ^^ habe selbst keine Ahnung

cu Angel
Posted By: Gordon_Shumway

Re: IceX 2.0 Release Version - 05/05/06 15:34

Hi !!!

Bei mir zu Hause (ich benutze den Internet Explorer) geht es nicht, auf der Arbeit (FireFOX) funktioniert es ohne Probleme. Zum Test habe ich es auf der Arbeit unter dem IE nochmal geöffnet, dort geht es NICHT !!!
Vielleicht liegt es am IE ?!?

Bis denne G.S.

P.S.: Ich habe auf dem Rechner bei der Arbeit auch OpenOffice installiert.
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 05/05/06 18:41

Also ich denke mal es liegt nicht am IE da ich nur einen drauf habe und kein Firefox und kein Openoffice etc. einfach nur windows ^^

cu Angel
Posted By: AndyH

Re: IceX 2.0 Release Version - 05/12/06 16:16

I recently purchased this program and it has awesome potential

The problem is it really does not work very well. If you export the level created by IceX 2.0 to 3DGS then the terrain is all broken up, the height of all the terrain tiles is totally messed up.
This even applies to the test level you can download, not sure what testing this program went through .. but it must have been pretty minimal.

Also I cannot place buildings ('level dateien (*.wmb))' on my terrain, the program just crashes when you try to paste the building into the level.

I think an update is forthcoming, but I recommend that you do not buy this program until you read here that it is functional!

Andy
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/12/06 17:34

Does it mess up the terrain tiles, when you form the terrain only with brushes, too?

As far as I tested it, IceX2.0 only messes them up, if you use the heightmap generator.

And, yes, it doesn't work with level entities, only sprites and models for now.
Posted By: AndyH

Re: IceX 2.0 Release Version - 05/12/06 17:49

It messes up a terrain even it it is 1x1 and flat. No editing at all done on it.

Shame about level entities, will this happen do you think? I was hoping it would as it is in the entity load list.

Andy
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/12/06 18:35

Did you have a look at the forum of IceX? Stonehill-Online Forum

Quote:

It messes up a terrain even it it is 1x1 and flat. No editing at all done on it.




That isn't possible. Can you tell me each step? Did you use the procedural heightmap generator, did you compile and open it in WED?
I exported several test maps, terrain and models without problems.
Posted By: AndyH

Re: IceX 2.0 Release Version - 05/13/06 05:35

After more testing it seems OK unless I use the heightmap generator, export, compile in WED. Sorry about the 1x1 statement, that was silly and I was very frustrated by this application.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/13/06 10:59

I found the bug with the wrong high. Following workaround should work till the update: Delete the following line in the icx_terrain action in the exported script:
Quote:

my.z = my.min_z;



Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/13/06 11:56

Quote:

I found the bug with the wrong high. Following workaround should work till the update: Delete the following line in the icx_terrain action in the exported script:
Quote:

my.z = my.min_z;







This works, as far I tested it now, only for terrain properly.
Within a tiled model-terrain there are still gaps.

Possible reason: the terrains have, without exeption, a common NULL-bottom.
The models don't.

A solution: add a vertex to each model prototyp at the origin which can't be effected by the modifications within IceX2.0.
But, I don't know wether this could effect the collion of the models.
Posted By: AndyH

Re: IceX 2.0 Release Version - 05/13/06 12:38

Thanks for the fix, it did help but still not perfect.

Terrain, 8x8, 99 scale (can we go higher than 8x8? 12x12 maybe?), export as mdl with LOD, 32x32 mesh, multitexturing, to commercial version.

Before fix:



After fix:



Anything else I can try? Apologies for not using your forums to sort this out, I cannot understand German so cannot see how to show images ....

Andy
Posted By: JamesA

Re: IceX 2.0 Release Version - 05/13/06 13:28

Why is the water when switched on for me only just a blue plane in display?
Ive got pixel shader 2 etc.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/13/06 14:31

Quote:

Why is the water when switched on for me only just a blue plane in display?
Ive got pixel shader 2 etc.




It's a bug on some ATI cards. See 3DGS buglist.
Posted By: HPW

Re: IceX 2.0 Release Version - 05/13/06 18:11

I have a GeForce FX 5600 Ultra (NVidia). This card has Vertex and Pixelshader 2.0 but the Watershader dosen't work on this card.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/14/06 09:36

From the buglist:
Quote:

On some ATI systems, models were reported to randomly appear in a wrong color (mostly blue - the color of the sky) when a render target (view.bmap) was active at the same time.




It seems that not only ATI cards are affected by this bug. I don't have influence on this.
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/14/06 19:59

Hi Oliver, I'm still meditating about the bug with the exported models!
In addition to my former suggestion:
Quote:


A solution: add a vertex to each model prototyp at the origin which can't be effected by the modifications within IceX2.0.
But, I don't know wether this could effect the collion of the models.




... I've got this additional idea:

It could be that it isn't easy to prevent the additional vertex from the influence of deformieng in IceX, THEN you could reset its hight to z = 0; before the models are saved!
Posted By: oliver2s

Re: IceX 2.0 Release Version - 05/14/06 20:10

Interesting idea, I will try it.
Posted By: D3D

Re: IceX 2.0 Release Version - 05/18/06 07:23

Purchased IceX2 a few days ago and must say that I realy love this product, it's a real time-saver; packed with nice features and all that for small price too

All the best,

Dusty
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 05/18/06 07:56

Oliver,

How does IceX 2.0 draw the textures?

1. Are all four textures always present on the entire model together, and when you paint them, are you actually just influencing its opacity/alpha value? Or does it simply paint them on like you would paint anything else?

2. How are the textures mapped to the MDL... are they plane projected? Or applied directly to every face without distortion?

best wishes

JPM
Posted By: Spring06

Re: IceX 2.0 Release Version - 05/18/06 16:11

When I create or load level in IceX2.0, it does't disply well, seems the graphic card has problem. But the 3dgs runs well, never encountered disply problem. Why???
My PC is intel 915G with graphi card integrated. Extra 6.40
Posted By: Pappenheimer

Re: IceX 2.0 Release Version - 05/18/06 18:36

Quote:

2.) Compatibility and Requirements:

- IceX 2.0 needs a graphics card not older than a GeForce2 (for fixed functions pipeline effects)



Posted By: AndyH

Re: IceX 2.0 Release Version - 05/21/06 15:44

Quote:

I think an update is forthcoming, but I recommend that you do not buy this program until you read here that it is functional!

Andy




Although a tiny 'user fix' was published to try to address huge problems with this program the application still does not work.

So I recommend nobody else spends money on IceX2 until it is proven to function according to it's advertised specifications.
Posted By: proteK

Re: IceX 2.0 Release Version - 06/09/06 22:54

Grosses Lob an Oliver2s - der IceX Editor räumt viele Hindernisse aus dem Weg. Meiner Meinung nach, war das bearbeiten von Terrains bisher eines der mühsamsten Dinge überhaupt, da unser Projekt ganz ohne Blocks geplant ist, und nur Terrains und Mdls genutzt werden, ist der IceX Editor ein unumgängliches Programm.

Die Acknex Engine bietet meiner Meinung nach erst mit der Prof. Version alle nötigen Voraussetzungen um alle Techniken einzusetzen. :-)

Danke an Oliver2s für den IceX

Protek
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 06/16/06 09:51

Will there ever be support for a watershader with commercial??
Posted By: oliver2s

Re: IceX 2.0 Release Version - 06/16/06 13:46

Maybe...(can't say more, there are not many plans for coming features at the moment)
Posted By: oliver2s

IceX 2.0 Patch Beta - 06/27/06 14:38

Here's the update. It's a beta patch. The problems should be solved with this patch.
NOTE: some levels with tga-skin-entities lost their "flare" flag. This can be solved by re-checking the flare flag manually.

Copy the files in the update into your IceX2 folder and replace the old files.
IceX2 Update Deutsch
IceX2 Update English
Posted By: HPW

Re: IceX 2.0 Patch Beta - 06/27/06 17:20

Das Metal Flag kann immer noch nicht wieder entfernt werden, sobald man es auf eine Entity angewendet hat.
Posted By: oliver2s

IceX 2.0 small video - 06/28/06 14:17

Today I made a video to show how to use all features and what IceX2 can do:
http://www.youtube.com/watch?v=H1hMDEiE2oA

@HPW: Ja ich weiß, in dem Update is nur der Export und die WMP Entity Sache gefixt. Den das Metal Flag hat mit den Materials eh keinen Einfluss auf die Entities.
Posted By: frazzle

Re: IceX 2.0 small video - 06/28/06 14:46

All I can say is:

The water you added on the end looks great !!!!
Is the video showing the end results of IceX 2.0 ?
If so I may consider buying it
And the terrain that you can make, can you export it to a mdl7 or hmp file?

Cheers

Frazzle
Posted By: oliver2s

Re: IceX 2.0 small video - 06/28/06 14:52

Yes these are the end results. And yes you can export it to mdl5 (not 7 but this makes no difference) and hmp. And there's a new update out since a few day with a new flag for choosing 3DGS-version (A6.3 or A6.4) for WED-exporting (there are big z-position differences in WED between these versions)
Posted By: ulf

Re: IceX 2.0 small video - 06/28/06 15:47

nice that you still update it, ill buy it very soon.
Posted By: Loopix

Re: IceX 2.0 Patch Beta - 06/28/06 20:15

Thanks Oliver for improoving IceX2! With the latest pach the export seems to work fine I think a demo would be a good next step...cause I think the actual version is definately worth the money.
Posted By: bupaje

Re: IceX 2.0 Patch Beta - 06/30/06 23:01

Wow Oliver this looks impressive! Even though I am not doing anything with 3DGS while in school I will buy it soon just to play with it.

From looking at the video I wonder if it might be good to have a margin/border option for the height map generator? For example if you are creating an island and you don't want to manually bend all the edges of the hmp down you could set generate a border all around of a uniform height so that the outer edge of the hmp is all the same height -eveything slopes down or up to it. Hope that is clear.

Looks really good.
Posted By: Grafton

Re: IceX 2.0 Patch Beta - 07/01/06 16:46

Thanks for the update oliver! Export seems to work fine now. Do you still plan
on creating a manual for IceX in English?
Thanks.
Posted By: oliver2s

Re: IceX 2.0 Manual - 07/02/06 14:35

Here the english manual:
http://www.stonehill-online.de/main/downloads/IceX2_Manual.chm

Thanks to Michael Schwarz for translating
Posted By: Stormking

Re: IceX 2.0 Release Version - 08/20/06 04:05

When you say all editions are supported, you mean the standard edition can also be used? I thought the standard which I have does not support terrain, that it must be the extra or higher......Some time soon I'll upgrade but for now I'm guessing I can't use this tool unless someone knows how to make fake terrains that can be used in the standard edition.
Posted By: TheStonerunner

Re: IceX 2.0 Release Version - 08/20/06 05:35

I could definitely be wrong, but I think you can use MDL models as terrain now. They won't be chunkable, but you can do stuff like caves and concave surfaces that way also.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 08/20/06 11:27

Stonerunner is right. If you have standard edition you can export terrain as MDL.
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 08/20/06 12:15

The terrain -texture- output by IceX2 for standard or extra versions is pretty low quality, it does not look nearly as good as the quality used in the commercial and pro versions, because standard/extra do not support the shader needed to do the multitexturing. It isn't icex's fault though.
Posted By: TheStonerunner

Re: IceX 2.0 Release Version - 08/20/06 12:26

Yeh.. But you can use those textures as stand-ins, and use the Gimp or whatever to make your real terrain textures.

I'm in the process of trying to learn Terragen for all this, though, after seeing the quintessential (for RPGs anyway) green hills and blue sky with perfect grass and flowers. Call me stereotypical, but there are just some things I want in my game. My first one, at least. :-)
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 08/20/06 14:13

Quote:

Yeh.. But you can use those textures as stand-ins, and use the Gimp or whatever to make your real terrain textures.




Totally, that's what I would do! higher resolution textures..
Posted By: Stormking

Re: IceX 2.0 Release Version - 08/21/06 01:22

I will remember this and thanks to all of you who contributed your thoughts.... You all rule!!
Posted By: Stormking

Re: IceX 2.0 Release Version - 08/21/06 02:15

Heres a question then regarding using mdl as terrain, mdl cant be walked on and if you make a hill to walk up and make mdl passable, dont you just walk into the model then? Maybe I'm wrong but it seemed that way to me
Posted By: FoxHound

Re: IceX 2.0 Release Version - 08/21/06 02:49

give the mdl a "my.polygon = on" action, this may even be a flag in WED, i'm not sure.
Posted By: TheStonerunner

Re: IceX 2.0 Release Version - 08/21/06 10:39

Yeah, it is.
Posted By: Frits

Re: IceX 2.0 Release Version - 09/01/06 12:43

I made a terrain with IceX and placed a player on it.
When the player moves over an even peace of the terrain, the player is ok, but when the player steps into a hole in the terrain, even a verry small one, the player can't get out of it. Also the player can't climb on slopes.

When I save the terrain as a model, the player falls trough the terrain.
(To prevent this I set polygon on for the terrain, but same effect as discribed above.)

When I save the terrain as a terrain, the above discription happens also.

What can I do about that???


Regards,
Frits
Posted By: Michael_Schwarz

Re: IceX 2.0 Release Version - 09/01/06 13:25

do a better player function...
Posted By: Frits

Re: IceX 2.0 Release Version - 09/01/06 13:28

Verry nice help.
Posted By: oliver2s

Re: IceX 2.0 Release Version - 09/01/06 13:29

Quote:

What can I do about that???





There's is a problem in your player script.
Posted By: Frits

Re: IceX 2.0 Release Version - 09/01/06 15:47

I have solved that, removed the 'ignore_models'.

But now I have another problem;



Here you see some water,



when you approach the water, it disapears???
Do you know what goes wrong?

Regards,
Frits
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 09/01/06 15:55

I think this is something to do with clipping, like the clip_near value needs to be smaller. You might want to try setting clip_near to something much smaller, and perhaps clip_far to something higher. See if that helps!

Good luck
Posted By: Frits

Re: IceX 2.0 Release Version - 09/01/06 16:17

Clip_near is standard, clip_far=45000.

Look at this picture;



Now when I approach the water:



The water is compleet???

Verry

????

Regards,
Frits
Posted By: JetpackMonkey

Re: IceX 2.0 Release Version - 09/01/06 16:39

what's the water made of? an hmp? mdl? maybe it needs more vertices in between?
Posted By: Frits

Re: IceX 2.0 Release Version - 09/02/06 09:07

The water is a standard terrain (33 x 33 vertices) changed into a model and scaled 15 times (bigger).
I have attached the action 'nice_waves' to it from waves on watersurface AUM 34.

EDIT; When I remove the action the water keeps visible al the time.

Can you do something with this info?

Regards,
Frits
Posted By: maybenew

Re: IceX 2.0 Release Version - 09/02/06 09:49

frits:

your problems are the result a result of the alphasorting of the engine and the multitexture effect of icx. as i assume your water is transparent, there are problems with the sorting of the transparent entities...

add my.transparent = off; my.flare = off; to the terrain action. this should do the trick. if not then you will have to change the multitexturing effect-file... switch off alphasorting and blending in each render pass (dont know the commands in detail, search the forums..)
Posted By: Frits

Re: IceX 2.0 Release Version - 09/02/06 10:26

In the action 'nice_waves' I have set my.transparent=off; that did the trick.
But I like the water transparent so I commented out the parts that I don't need in the wdl file generated by IceX;

Code:

/////////////////////////////////////////////
//Script generated by IceX 2.0 Editor////////
/////////////////////////////////////////////

//bitmaps
bmap detail_texture1=<icx_detail1.tga>;
bmap detail_texture2=<icx_detail2.tga>;
bmap detail_texture3=<icx_detail3.tga>;
bmap detail_texture4=<icx_detail4.tga>;

//variables
var d3d_autotransparency = on;
var d3d_mipmapping = 0;

////defines
//define _alpha_sort, flag1;

//functions
function mtl_terrain_multitex_init();
//function mtl_entity_alpha_init();

//material for terrain
material mtl_terrain_multitex
{
skin1 = detail_texture1;
skin2 = detail_texture2;
skin3 = detail_texture3;
skin4 = detail_texture4;

event = mtl_terrain_multitex_init;
}

////material for entities
//material mtl_entity_default
//{
// emissive_blue = 0;
// emissive_red = 0;
// emissive_green = 0;
// ambient_blue = 150;
// ambient_red = 150;
// ambient_green = 150;
// specular_blue = 0;
// specular_red = 0;
// specular_green = 0;
// power = 1;
// albedo = 15;
//}

////material for entities with tga skin
//material mtl_entity_alpha
//{
// emissive_blue = 0;
// emissive_red = 0;
// emissive_green = 0;
// ambient_blue = 150;
// ambient_red = 150;
// ambient_green = 150;
// specular_blue = 0;
// specular_red = 0;
// specular_green = 0;
// power = 1;
// albedo = 15;
//
// event=mtl_entity_alpha_init;
// effect
// "
// texture entSkin1;
// dword mtlSkill1;
//
// technique t1
// {
// pass p0
// {
// Texture[0]=<entSkin1>;
// ZWriteEnable=True;
// AlphaBlendEnable=False;
// AlphaTestEnable=True;
// AlphaRef=<mtlSkill1>;
// AlphaFunc=Greater;
// CullMode=CCW;
// ColorArg1[0]=Texture;
// ColorOp[0]=Modulate2X;
// ColorArg2[0]=Diffuse;
// }
// }
// ";
//}

//initialising level
starter init_level
{
level_load("first_level.wmb");

wait(2);

fog_color = 1;

camera.fog_start = 100;
camera.fog_end = 30000;
camera.clip_near = 5;
camera.clip_far = 45000;

effect_load(mtl_terrain_multitex, "mtl_multitex.fx");
bmap_to_mipmap(mtl_terrain_multitex.skin1);
bmap_to_mipmap(mtl_terrain_multitex.skin2);
bmap_to_mipmap(mtl_terrain_multitex.skin3);
bmap_to_mipmap(mtl_terrain_multitex.skin4);
}

//function for terrain material
function mtl_terrain_multitex_init
{
mtl.matrix11 = float(32);
mtl.matrix22 = float(32);

}

////function for entity tga material
//function mtl_entity_alpha_init
//{
// mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888);
//}
//
////action for entity
//action f_entity_default
//{
// //material
// IF(my._alpha_sort == 0){ my.material=mtl_entity_default; }
// IF(my._alpha_sort == 1){ my.material=mtl_entity_alpha; }
//}

action icx_terrain
{
my.material=mtl_terrain_multitex;
my.polygon=on;
c_updatehull(my,1);
}



set the my.transparent=on in the action nice_waves, but then the same problem occurs, so how can I get my water transparent without the discribed happenings??

Regards,
Frits
Posted By: Xarthor

Re: IceX 2.0 Release Version - 09/02/06 10:36

Quote:


add my.transparent = off; my.flare = off; to the terrain action. this should do the trick.




Try what maybenew said.
Posted By: Frits

Re: IceX 2.0 Release Version - 09/02/06 10:40

First line;

Quote:


In the action 'nice_waves' I have set my.transparent=off; that did the trick.




How about that?
Posted By: Xarthor

Re: IceX 2.0 Release Version - 09/02/06 12:22

Yes but you said you still want the water to be transparent.
So did you test what maybenew said?

Btw: He meant the _Terrain_ and _not_ the water!
Posted By: PHeMoX

Re: IceX 2.0 Release Version - 09/02/06 18:48

You should simply not use tga's here or any other format which uses an alpha channel, that should fix it and then you can use a transparent water too ...

Cheers
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/02/06 20:11

Hi Oliver,

Wollte nur mal nach fragen wie es mit dem update aussieht damit ich auch die .WMB einfügen kann ohne das ICEX abstürtzt.

cYa Angel
Posted By: oliver2s

Re: IceX 2.0 Release Version - 09/02/06 23:31

Quote:

Wollte nur mal nach fragen wie es mit dem update aussieht damit ich auch die .WMB einfügen kann ohne das ICEX abstürtzt.




Dieses Update hab ich schon vor längerem veröffentlicht:
http://www.coniserver.net/ubbthreads/showthreaded.php/Cat/0/Number/667273/page/0/vc/1

Wer IceX2 nach Release dieses Patches gekauft hat, dessen Version ist schon gepatched
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/03/06 00:18

Ok Danke habe immer nur auf deine Page in den News geschaut ^^ werde nächstes mal auch hier schaun

cu Angel
Posted By: Frits

Re: IceX 2.0 Release Version - 09/03/06 08:08

Thunder, sorry, my fault. I thought he ment the water.
Anyway I tried

Code:

action icx_terrain
{
my.transparent=off;
my.flare=off;

my.material=mtl_terrain_multitex;
my.polygon=on;
c_updatehull(my,1);

}



but did not help, same result.
When I do the same in the water action it does work, but then the water isn't transparent.

PHeMoX, I am losing you here, can you give me more detail??
Do I have to change something in the code generated by IceX??

Regards,
Frits
Posted By: Xarthor

Re: IceX 2.0 Release Version - 09/03/06 10:07

I guess Phemox means that you should convert the terrain detail textures into another format like .bmp and use them instead of the .tga files.

Just look for these files in your folder:
Code:

bmap detail_texture1=<icx_detail1.tga>;
bmap detail_texture2=<icx_detail2.tga>;
bmap detail_texture3=<icx_detail3.tga>;
bmap detail_texture4=<icx_detail4.tga>;


an convert them to .bmp (e.g.)
Then change the code to the new files:
Code:

bmap detail_texture1=<icx_detail1.bmp>;
bmap detail_texture2=<icx_detail2.bmp>;
bmap detail_texture3=<icx_detail3.bmp>;
bmap detail_texture4=<icx_detail4.bmp>;


Posted By: Frits

Re: IceX 2.0 Release Version - 09/03/06 10:41

I have just tried it, it does not help, same problem.

Regards,
Frits
Posted By: maybenew

Re: IceX 2.0 Release Version - 09/03/06 11:14

the problem is in the effect file, the effect tells the terrain that it is transparent and it is sorted depending on that fact which causes the rendering errors...
if the textures are tga or bmp does not matter at all...
you have to modify the effect file...

if you post the effectfile i can tell you what to change, but i do not have the file at hand myself
Posted By: Frits

Re: IceX 2.0 Release Version - 09/03/06 11:31

There are 2 fx files;
(I have opened them in Wordpad)

mtl_multitex.fx

Code:

TEXTURE entSkin1; //Blendmap1
TEXTURE entSkin2; //Blendmap1
TEXTURE entSkin3; //Blendmap1
TEXTURE entSkin4; //Shadowmap

TEXTURE mtlSkin1;
TEXTURE mtlSkin2;
TEXTURE mtlSkin3;
TEXTURE mtlSkin4;

matrix matMtl;
vector mtlSkill1;

technique ffp_terrain_tex
{

pass P0
//////////////////////////////////////////////////////
//// Lets lay the first TEXTURE down. no alpha work
//// This will tile across the entire HMP
//////////////////////////////////////////////////////
{

alphablendenable=false;
alphatestenable=false;
//zenable=true;
//zwriteenable=true;

////////////////////////////////////////
// Stage 0
///////////////////////////////////////

TEXTURE[0] = <mtlSkin4>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

zenable=true;
zwriteenable=true;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;


TEXTURETransformFlags[0] = Count2;
TextureTransform[0]=<matMtl>;
texcoordindex[0]=1;

COLORARG1[0] = TEXTURE;
ColorOp[0] = MODULATE;
ALPHAARG1[0] = CURRENT | ALPHAREPLICATE;
alphaop[0]=disable;

//////////////////////////////////////
//stage 1
//////////////////////////////////////

colorop[1]=disable;
alphaop[1]=disable;

}

pass P1
//////////////////////////////////////////////////////
//// Now we blend another TEXTURE using an alphamap
//// This TEXTURE will be blended
//////////////////////////////////////////////////////
{

//////////////////////////////////////
// Stage 0 - Setup the alphamap
//////////////////////////////////////

// We need to enable alphablending
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

// AlphaTestEnable uses the AlphaRef and AlphaFunc to
// determine which pixels get drawn.
// In this case, anything greater that 0 will be drawn.
alphatestenable=true;
alpharef=0x00000000; //Reference Value
alphafunc=Greater; //Comparison Function

TEXTURE[0] = <entSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

//
// We don't want the alphamap to tile
//
TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = SELECTARG1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

//////////////////////////////////////////////
// Stage 1 -- This is the TEXTURE to splat
//////////////////////////////////////////////

TEXTURE[1] = <mtlSkin1>;


// Zenable is supposed to default to true.
// This enables depth testing to determine what pixels
// are visible to the viewer

//zenable=true;
//zwriteenable=true;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TextureTransform[1]=<matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = MODULATE;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

///////////////////////////////////////////////
// Stage 2
///////////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;


}

pass P2
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

////////////////////////////////////////
// Stage 0
////////////////////////////////////////

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin2>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin2>;

//zenable=true;
//zwriteenable=true;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TextureTransform[1]=<matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P2


pass P3
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

////////////////////////////////////////
// Stage 0
////////////////////////////////////////

alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alphatestenable=true;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin3>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=1;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin3>;

//zenable=true;
//zwriteenable=true;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TextureTransform[1]=<matMtl>;
texcoordindex[1]=0;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P3

pass p4
{
alphablendenable=true;
srcblend=zero;
destblend=srccolor;
//zenable=true;
// zwriteenable=true;
ditherenable=true;
COLORARG1[0] = DIFFUSE;
ColorOp[0] = Modulate2x;
ColorArg2[0] = Current;
alphaop[0]=disable;

Texture[1] = <entSkin4>;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
COLORARG1[1] = TEXTURE;
ColorOp[1] = Modulate2x;
TexCoordIndex[1]=0;
TextureTransformFlags[1]=Count2;
TextureTransform[1]=
{
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0
};
}
} // End of Technique



and mtl_multitex_lod.fx

Code:

TEXTURE entSkin1; //Shadowmap

technique ffp_terrain_tex
{
pass p0
{

Texture[0] = <entSkin1>;
ColorOp[0] = Modulate2x;
zenable=true;
zwriteenable=true;
}
} // End of Technique



In what program can you change these files?

Regards,
Frits
Posted By: maybenew

Re: IceX 2.0 Release Version - 09/03/06 14:00

try this, works fine for me...
Quote:

TEXTURE entSkin1; //Blendmap1
TEXTURE entSkin2; //Blendmap1
TEXTURE entSkin3; //Blendmap1
TEXTURE entSkin4; //Shadowmap

TEXTURE mtlSkin1;
TEXTURE mtlSkin2;
TEXTURE mtlSkin3;
TEXTURE mtlSkin4;

matrix matMtl;

technique ffp_terrain_tex
{

pass P0
//////////////////////////////////////////////////////
//// Lets lay the first TEXTURE down. no alpha work
//// This will tile across the entire HMP
//////////////////////////////////////////////////////
{

LIGHTING = false;
AlphaBlendEnable=false;

zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

cullmode = ccw;
Fillmode = Solid;

//////////////////////////////////////
//Stage 0
/////////////////////////////////////

TEXTURE[0] = <mtlSkin4>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

TEXTURETransformFlags[0] = Count2;
TEXTURETransform[0] = <matMtl>;
texcoordindex[0]=1;

COLORARG1[0] = TEXTURE;
ColorOp[0] = MODULATE;
ALPHAARG1[0] = CURRENT | ALPHAREPLICATE;
alphaop[0]=disable;

//////////////////////////////////////
//stage 1
//////////////////////////////////////

colorop[1]=disable;
alphaop[1]=disable;

}

pass P1
//////////////////////////////////////////////////////
//// Now we blend another TEXTURE using an alphamap
//// This TEXTURE will be blended
//////////////////////////////////////////////////////
{

//////////////////////////////////////
// Stage 0 - Setup the alphamap
//////////////////////////////////////
zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

// We need to enable alphablending
LIGHTING = false;
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;

// AlphaTestEnable uses the AlphaRef and AlphaFunc to
// determine which pixels get drawn.
// In this case, anything greater that 0 will be drawn.
alpharef=0x00000000; //Reference Value
alphafunc=Greater; //Comparison Function

TEXTURE[0] = <entSkin1>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;

//
// We don't want the alphamap to tile
//
TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = SELECTARG1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

//////////////////////////////////////////////
// Stage 1 -- This is the TEXTURE to splat
//////////////////////////////////////////////

TEXTURE[1] = <mtlSkin1>;


// Zenable is supposed to default to true.
// This enables depth testing to determine what pixels
// are visible to the viewer

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;

TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = MODULATE;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

///////////////////////////////////////////////
// Stage 2
///////////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;


}

pass P2
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

////////////////////////////////////////
// Stage 0
////////////////////////////////////////
LIGHTING = false;
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin2>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=0;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin2>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=1;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P2


pass P3
////////////////////////////////////////////////////
//// A ditto of Pass p1 but with different a different
//// TEXTURE and alphamap
///////////////////////////////////////////////////
{

zenable=true;
zwriteenable=true;
AlphaTestEnable=False;
////////////////////////////////////////
// Stage 0
////////////////////////////////////////

LIGHTING = false;
alphablendenable=true;
srcblend=srcalpha;
destblend=invsrcalpha;
alpharef=0x00000000;
alphafunc=Greater;

TEXTURE[0] = <entSkin3>;

magFilter[0]=linear;
minFilter[0]=linear;
mipFilter[0]=linear;


TEXTURETransformFlags[0] = disable;

texcoordindex[0]=1;

COLORARG1[0] = CURRENT;
ColorOp[0] = selectarg1;
ALPHAARG1[0] = TEXTURE | ALPHAREPLICATE;
alphaop[0]=selectarg1;

/////////////////////////////////////////
// Stage 1
/////////////////////////////////////////
TEXTURE[1] = <mtlSkin3>;

magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;


TEXTURETransformFlags[1] = Count2;
TEXTURETransform[1] = <matMtl>;
texcoordindex[1]=0;

COLORARG1[1] = TEXTURE;
ColorOp[1] = modulate;
ALPHAARG1[1] = CURRENT | ALPHAREPLICATE;
alphaop[1]=disable;

////////////////////////////////////////
// Stage 2
////////////////////////////////////////
colorop[2]=disable;
alphaop[2]=disable;

} // End of Pass P3

pass p4
{
zenable=true;
zwriteenable=true;
AlphaTestEnable=False;

LIGHTING = false;
srcblend=zero;
destblend=srccolor;

ditherenable=true;

AlphaBlendEnable=True;

COLORARG1[0] = DIFFUSE;
ColorOp[0] = Modulate2x;
ColorArg2[0] = Current;
alphaop[0]=disable;

Texture[1] = <entSkin4>;
magFilter[1]=linear;
minFilter[1]=linear;
mipFilter[1]=linear;
COLORARG1[1] = TEXTURE;
ColorOp[1] = Modulate2x;

TexCoordIndex[1]=0;
TextureTransformFlags[1]=Count2;
TextureTransform[1]=
{
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,0.0,0.0,
0.0,0.0,0.0,0.0
};
}

} // End of Technique




well as a game programmer you should be able to open the file with any text editor, make changes and save it back to the file...
Posted By: Frits

Re: IceX 2.0 Release Version - 09/03/06 14:40

I tried it, sorry, did not work. Same problems.

Regards,
Frits
Posted By: PHeMoX

Re: IceX 2.0 Release Version - 09/03/06 20:59

Are you sure you've changed the formats too? It's strange, because a similar effect works here with me, transparent water on a multitextured terrain, no z-sorting issues .... Oww, and trust me guys, the formats DO matter,

Cheers
Posted By: Frits

Re: IceX 2.0 Release Version - 09/04/06 12:59

I have tried something else.
I thought maybe I can import the water model in IceX. No, it gave an error wrong mdl format and the complete program (that is IceX) disappears from the screen (strange behaviour for such an error).
Then I imported a player to IceX, export it as WMP file and opened it in WED.
When I tried to apply an action to the player, the player has already an action attached to it (same action that is attached to all the items you import and paste to the level in IceX).

When I work The other way around (making a level in IceX, export it as a WMP file and opened it in WED) I can add items like a prefab, but when I run the level that item is not visible at all but it is there because the player can bump into it.

Now some thoughts comes to my mind;
a. is IceX usable in combination with entities of WED
b. are there still some things to be done for the maker of IceX
c. am I doing it completely wrong

Don't misunderstand me, for designing an outdoor level it works like a charm.
But for the rest, I think I give up.

Some advice please,

Regards,
Frits
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/16/06 07:57

Hi Oliver,

Mir ist aufgefallen das wenn ich ein Level mit ICEX2.0 erstelle und dann mit dem WED öffne das einige (wenn nicht sogar alle) entitys in der Luft schweben... Woher kann dies kommen? Wenn wichtig sein wollte ich benutze die A6 Etra 6.40 ist aber auch bei der 6.31 so

cYa Angel
Posted By: oliver2s

Re: IceX 2.0 Release Version - 09/16/06 13:42

Wenn die Entities im WED in der Luft schweben, Ingame dann aber an der richtigen Stelle sind dann kanns nur an WED liegen.
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/16/06 13:52

Wie jetzt? Meinste kann das an der Extra V. liegen ?
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/16/06 13:53

Und manche Entity´s sind im WED Total an falscher stelle aber wenn ich das dann builde dann sind sie komischerweise da wo sie auch sein sollen
Posted By: oliver2s

Re: IceX 2.0 Release Version - 09/16/06 13:53

Wenn du dein Level von WED aus startest, sind dann im Spiel die Entities an der richtigen Position oder immer noch in der Luft? Wenn NEIN, dann liegt einfach am WED, nicht an der Extra.
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/16/06 13:55

Ja die sind dann auch in der Luft !!! Achja wenn ich mit der 6.31.4 Exportiere ist ja ganz untenm im Script "cl_updatehull" davon bekomm ich nen error aber bei der 6.40.5 nicht mehr
Posted By: oliver2s

Re: IceX 2.0 Release Version - 09/16/06 14:00

Wählst du in IceX beim Export die richtige Version aus (6.3 oder 6.4) und öffnest dann den entsprechenen WED?
Posted By: rvL_eXile

Re: IceX 2.0 Release Version - 09/16/06 14:01

Ja ich benutze zur Zeit 6.40.5 dann öffne ich einfach die exportierte Datei mit dem WED und Builde fertig...
Posted By: oliver2s

IceX 2.0 + Model-Pack - 04/26/07 20:44

I started a new campaign, because of the anniversary of IceX 2.0 :

Everyone who orders IceX 2.0 since now get a free model-pack with city stuff. The models can be used without credits in commercial and non-commercial games. All models comes with 4 LOD stages:

IceX 2.0:


+

City model-pack for free:


www.stonehill-online.de
Posted By: gri

Re: IceX 2.0 + Model-Pack - 05/04/07 12:03

hi,

what about an update to work after A6.3 ?
(I purchased IceX 2.0 a while ago and the model format changed you know)

,griller
Posted By: dblade

Re: IceX 2.0 + Model-Pack - 05/06/07 15:32

Isn't there another Method to order IceX

I won't open a PayPal konto because I'm only 14 years old
Posted By: D3D

Re: IceX 2.0 + Model-Pack - 05/17/07 21:35

Good question Gri. I'd like to read some answer on that too
Posted By: DEX

Re: IceX 2.0 + Model-Pack - 05/18/07 07:00

Yes, me too. I purchased it but for new versions it is unusable and just sit on my desktop.
Posted By: oliver2s

Re: IceX 2.0 + Model-Pack - 05/18/07 08:18

I'm working on an update.
Posted By: oliver2s

Re: IceX 2.0 + Model-Pack - 05/19/07 10:48

In the update for A6.5 the street tool will be included.
Posted By: DEX

Re: IceX 2.0 + Model-Pack - 05/20/07 06:02

Great news! Also, be sure that we could load models with DDS textures
Posted By: ulf

Re: IceX 2.0 + Model-Pack - 05/20/07 08:02

yep very nice news indeed, this is great customer service.
Posted By: Machinery_Frank

Re: IceX 2.0 + Model-Pack - 05/20/07 12:14

Thanks Oliver. These are good news.
Posted By: D3D

Re: IceX 2.0 + Model-Pack - 05/21/07 19:53

Very nice indeed!
Posted By: Tempelbauer

Re: IceX 2.0 + Model-Pack - 05/25/07 18:53

yeah, i like it
Posted By: HellThunder

Problem mit IceX 2.0 - 06/01/07 22:18

Hab mir IceX2.0 zugelegt und kann leider aus unergründlichen Gründen, das Wasser für die Terrains nicht anwenden.
Und seit kurzem kann ich Entities, die ich mit ICEX2.0 einfüge nicht mehr richtig sehen, bzw sind teilweise unsichtbar, dass aber nur bei Bäumen und Sträuchern mit Flare. Bug oder normal?

Habs mir vor einigen Tagen zugelegt.
Würd mich freuen, wenn jemand helfen kann.

PS: Ist das Update umsonst?
Posted By: DoC

Re: Problem mit IceX 2.0 - 06/04/07 16:56

tja des liegt daran das deren alpha kanäle sich nicht mit der landscape vertragen da müsstest du wenn du das als wmb exportierst die objekte nochmal nachkorrigieren bzw. nen doublelayber dingens inbauen
Posted By: oliver2s

Re: Problem mit IceX 2.0 - 06/04/07 20:46

Quote:

PS: Ist das Update umsonst?




Ja!
Posted By: Anonymous

Re: Problem mit IceX 2.0 - 06/04/07 20:48

hi oliver2s.wann geht die site wieder?will mir iceX kaufen.
Posted By: oliver2s

Re: Problem mit IceX 2.0 - 06/04/07 20:53

Der Shop wird die nächsten Tage wieder freigeschaltet
Posted By: Anonymous

Re: Problem mit IceX 2.0 - 06/04/07 20:55

ok danke
Posted By: TTKJonas

Re: Problem mit IceX 2.0 - 06/10/07 09:29

Es wäre doch nun theoretisch möglich die automatische LOD-Generierung von A7 Pro in Icex einzubauen, oder? Sofern Oliver2s A7 Pro hat.
Posted By: oliver2s

Re: Problem mit IceX 2.0 - 06/10/07 09:32

Quote:

Es wäre doch nun theoretisch möglich die automatische LOD-Generierung von A7 Pro in Icex einzubauen, oder? Sofern Oliver2s A7 Pro hat.




Du meinst Chunked Terrain? Wenn ich Chunked Terrain einbauen würde müste ich das komplette Terrain System umstellen. Das kommt einem neu schreiben des Editors gleich. Außerdem würde das denk ich Performence im Editor drosseln da beim deformieren ständig das Chunked ausgeschaltet werden muss.
Posted By: TTKJonas

Re: Problem mit IceX 2.0 - 06/10/07 15:15

@Oliver2s

Nein, ich meine das "automatic LOD generation" Feature von der A7 Pro für mdl Models.
Posted By: Pedro_Amorim

Re: Problem mit IceX 2.0 - 08/16/07 14:40

Any news on the release of the new icex? Im in need of a good serious terrain editor and this new editor seems to the the perfect choice.
Can someone who has used the beta tell me how the shadows are working?
If we put models in the terrain does icex bake the shadows of the model onto the ground like it does to terrain?

Pedro
Posted By: Sandster

Re: IceX 2.0 Release Version - 02/11/08 09:51

Hi,

I have problem with access on www.stonehill-online.de site. It returns "403 Forbidden" error with message: You don't have permission to access / on this server. Does someone know what's wrong?

Thanks
Sandster
Posted By: DoC

Re: IceX 2.0 Release Version - 02/12/08 09:28

sagt mal wird das noch was oder hat icebyte dich jetzt ganz aufgekauft und du hast kein bock mehr auf IceX hehe
Posted By: gri

Re: IceX 2.0 Release Version - 02/12/08 10:18

Hi,
Dont pay for tools developed by only one guy. Because you never know how long you get supply for this.

I bought "IceX" and the "Xeraphine X2" plugin(if someone remember).
On their release both tools were great and showed capabilities I never could get with my 3DGS com.
But both were quick shots from community-guys. No support after updating to A7.

I've learned my lesson now.
I have changed the Engine to one I could write what I need in Visual Studio and C#(I'm a .Net developer in dayjob) with a fast 3D Render, two diffrent physic engines and two sound API's.

And the best is I can use a "non-commercial" license with ALL features and payed NOTHING.


If I ever finish a commercial product so I simply buy a indie developer version for 100,- bucks to release it.


gri,
Posted By: D3D

Re: IceX 2.0 Release Version - 02/12/08 17:04

Stopped waiting for IceX updates and bought Earthsculptor which has a undo button. Don't know if there will be a update to IceX2 soon? Guess the planned new features are harder to get working bugfree then expected by the developer.

Did like the way IceX operated, but it had some problems back then with visible seams and also textures on slope areas don't really look good. Maybe that is to be solved with a custom shader or by making the slopes less steep though.
Posted By: prophet

Re: IceX 2.0 Release Version - 02/13/08 20:20

Quote:

I've learned my lesson now.
I have changed the Engine to one I could write what I need in Visual Studio and C#(I'm a .Net developer in dayjob) with a fast 3D Render, two diffrent physic engines and two sound API's.




What engine are you using?
Posted By: mmelo

Re: IceX 2.0 Release Version - 02/13/08 23:11

Quote:

Quote:

I've learned my lesson now.
I have changed the Engine to one I could write what I need in Visual Studio and C#(I'm a .Net developer in dayjob) with a fast 3D Render, two diffrent physic engines and two sound API's.




What engine are you using?




It sounds a lot like NeoAxis.
Posted By: gri

Re: IceX 2.0 Release Version - 02/14/08 10:55

Hi,

Yes I check out the "NeoAxis Engine" since a few days and it satisfy me each day more .

- Ogre 3D Rendering Engine
- comfortable coding with C# and Visual Studio ( intellisence)
- Ageia PhysX and ODE
- Fmod and Direct Sound
- Map- and Ressource Editor
- exporter for SoftImage XSI (modtool)

Non commercial license with all features for free!
Indie license starts at 99,-€.

I purchased A6 for years and updated to A7 but did never deploy any commercial application with it.
So I payed much money for my own free-time fun.

With Neoaxis I can developing without feature-restrictions for free and should I ever create a game so I can buy a Indie license to sell it.

I realy like 3DGS but developing in this state it is a big pain for me.
For example if I have an error in a lite-C code all the IDE (SED) crashes down
and I have to reopen it and then load the programm again(sometimes I cant get access to taskmanager after crashing).

Then the tools for bridging lacking features in A7 comm (like IceX2 and Xeraphine) are useless after few months even if I payed for it.

In Neoaxis I get all features for free.

here is the link
(see forum and wiki for help)

web page



, gri
Posted By: qwertzui

Re: IceX 2.0 Release Version - 02/16/08 21:17

i dont like the noe axis engine... ok... orge 3d renderer..
but 1! mighty thing is missing... LIGHTING!... i see just 1 or 2 loney dynamic light... without shadow map..
and the level creation is harder... ( models and terrain used....)
nono dude!.. i luv my gs 7!... its better for beginners ( or hobby programmer ) like me..
Posted By: Machinery_Frank

Re: IceX 2.0 Release Version - 02/17/08 16:39

Quote:

i dont like the noe axis engine... ok... orge 3d renderer..
but 1! mighty thing is missing... LIGHTING!... i see just 1 or 2 loney dynamic light... without shadow map..
and the level creation is harder... ( models and terrain used....)
nono dude!.. i luv my gs 7!... its better for beginners ( or hobby programmer ) like me..





This is not true.

Neoaxis has shadow-mapping since a few months.

http://www.neoaxisgroup.com/history.htm


Posted By: DoC

Re: IceX 2.0 Release Version - 02/18/08 16:22

... well btt..
i want that Oliver2s say something about his further plans with icex2, i have no problem if he want to stop it... but say it damn... `__´
Posted By: oliver2s

Re: IceX 2.0 Release Version - 02/19/08 16:30

Some of you might be confused. Here what's going on:

I've planned the release of an update in summer 2007. But there were some big trouble with the export to the wmp format. I asked Conitec for helping me and give me a DLL for this, but they don't wanted to give me this DLL (see THIS thread).
Because of this I was behind my timeline. In august I started my new job and because of I was out of the timeline I hadn't the time for programming anymore.
One month ago I decided to restart programming. I develop still on the editor, but now I have to do some big things for the A7 era (deleting old ffp shaders, rewriting the shadowmapping, fine tuning etc...).
At the moment I only develop the editor for me and IceBytes. When it becomes bug free, full of new features and ready for commercial use I will release a new version.

I hope now it's clear
Posted By: Gumby22don

Re: IceX 2.0 Release Version - 02/29/08 13:47

Nice explanation, and I wish you well with it.

Don
have a great day
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