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Re: Game-Edit, news
[Re: Kerkelenz]
#52433
03/19/06 08:04
03/19/06 08:04
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Joined: Aug 2000
Posts: 7,490
Orange Brat
Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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I haven't read the rest, so this might be addressed, but a road tool like the one in FreeWorld3D terrain editor would be a nice addition. See it in action below: http://www.freeworld3d.org/video/roads.wmvOf course, it would be useful on non-terrain surfaces, too.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Game-Edit, news
[Re: Orange Brat]
#52434
03/19/06 13:17
03/19/06 13:17
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Editing a chunked terrain with a noch chunked representation terrain (RT) is possible.
You take a bitmap, that serve for the complete heightmap, if it is too big you store a image list of chunked bitmap parts, but if a integer ratio (4 chunk bitmaps store each 2x2 cells of the chunked terrain). So, you could move the RT to the current cell of the chunked terrain (determine it by checking againste the camera center vector), when the RT swaps to another cell, save the heightmap data into the appropriate bitmap or bitmap chunk or subchunk (if one chunk represents more than one terrain chunk). During swapping and saving you can deform the mesh with the heightmap data of the tied bitmap/-chunk/-subchunk and then do the whole editing process with RT for that part of the terrain. To save the terrain file I suggest you have to write it manually to the disk, I'm not familiar with chunked terrain.
A new suggestion by me: please let the user select faces of polygons of a model and then delete the selected faces, also for the model. If you edit one model, duplicate the real file and add a suffix at the end - to prevent that all models became changed and the source model is unchanged (perhaps you can let the user decide this by an option task to do this nevertheless). Add also selection options like select inverse or so constrainted only on that one model.
Thanks.
Last edited by HeelX; 03/19/06 13:19.
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Game-Edit, update
[Re: HeelX]
#52435
03/31/06 15:04
03/31/06 15:04
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
OP
Expert
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OP
Expert
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
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Hey, New feature: Multi-Terrain Creation and with that, splitting of heightmaps and textures. In Addition to a "File->New Map" and a "File->Open" feature, Game-Edit will finally become a real level editor, with that you can create levels from the ground up. With a WMP saving function. The Beta Testers will get The first Alpha (~0.8-0.9) of Game-Edit will be senin the next 2-6 days. WIP shot.. best wishes, TripleX
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Re: Game-Edit, update
[Re: TripleX]
#52436
03/31/06 17:31
03/31/06 17:31
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Joined: Nov 2004
Posts: 888
beegee
User
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User
Joined: Nov 2004
Posts: 888
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OFF-topic: What I always ask, when I see your editor is: How much time has you got? The really most time I spend is making and designing the menue. Do you count the hours do you spend on this?
ON-topic: Wooooow! This new feature of your Game-Edit is very pro. Before some months I also want to make a such game editor(not edit, but create). I've also implemented the feature to deform and paint on a terrain. And it was good, but the time to load the terrain was bad. I don't know why it loads so long. How high is the terrain skin resolution and how high is the vertices resolution?(in my editor it was:124x124vertices,8192-8192pixel,splitted in 16terrains) Will there be a reticule on the terrain?(Gitternetz)
Regards, beegee
------------------------ GenuineMotors.de
Fratch - Newer statistics panel for GameStudio
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Re: Game-Edit, update
[Re: beegee]
#52437
03/31/06 19:22
03/31/06 19:22
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Joined: Oct 2002
Posts: 4,753 Munich, Bavaria, South of Germ...
TripleX
OP
Expert
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OP
Expert
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
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thanks beegee,
"Do you count the hours do you spend on this?" I would say 4-6 hours a day.. maybe more as jcl ^^
"How high is the terrain skin resolution and how high is the vertices resolution?(in my editor it was:124x124vertices,8192-8192pixel,splitted in 16terrains)"
you can adjust the skin / vertices res to anything you want (see generate shot). Generating 16 terrains with 124x124 vertices and 4096-4096 px needs splitted.. *test*...4-5 seconds..
"Will there be a reticule on the terrain?(Gitternetz)" every model / terrain that is selected will be "overrenderd" in wireframe mode (so you can see wireframe + texture).
best wishes, TripleX
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Re: Game-Edit, update
[Re: Nicolas_B]
#52439
04/02/06 08:24
04/02/06 08:24
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Joined: Aug 2005
Posts: 1,012 germany, dresden
ulf
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,012
germany, dresden
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i wonder how they did the road making in freeworld 3d?!? such a feature would be nice too triplex as far as i know you can have only up to 3 different textures + 1 detail map for a terrain with a normal not 1.4 mutltitextureshader. so this must either be made of sprites wich i doubt or models (faces) with a texture. so in theory the terrain is flattend and something is layed on top of it to look like a street right?
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Re: Game-Edit, update
[Re: ulf]
#52440
04/02/06 08:56
04/02/06 08:56
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Joined: Aug 2000
Posts: 7,490
Orange Brat
Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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Quote:
i wonder how they did the road making in freeworld 3d?!? such a feature would be nice too triplex
I found these quotes in another thread regarding the feature, as well as, a river carving tool:
Quote:
Yes, I'm actually working on it at the moment. The create river is done, it simply carvs out a river path. But I'm converting it from the Heightmap dialog to being able to carve a river in the viewport, since it seems much more intuitive that way.
As for the road creation, I'm about 40% through with it. It can already create a road from a starting point and an end point, and you specify how steep any part of the road is allowed to be as well as the width of the road. Then it generates a path along the terrain adjusting the vertices correctly.
Right now it only affects the vertices right under the draw path, it does not take into the width of the road, but I have already come up with a simple solution to do this.
Also, I was thinking about also having an option to duplicate the triangles for the road and create an actual mesh which lies on top of the terrain, which can then be textured with a road image, and even have the lines in the road image match up with the direction of the path.
Quote:
You simply place points on the terrain for the road, specify to use linear or spline interpolation between them.......so you can visualize the road in 3D...
then you would click a button to have it adjust the heights of each road point so again, you could visualize what it would look like........
then the last step would be to build the geometry.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Game-Edit, update
[Re: Orange Brat]
#52441
04/11/06 17:05
04/11/06 17:05
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Fantastische Arbeit!
Nur eine Frage: Könnte Map-Edit teoretisch Wed total ersetzen? Das würde Gamestudio sicher ganz weit nach oben helfen!
Weiter so!
MFG Dark_samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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