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Re: IceX 2 Blendmap Generator [Re: oliver2s] #55297
05/30/07 16:46
05/30/07 16:46
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
*freu*


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: IceX 2 Blendmap Generator [Re: oliver2s] #55298
05/30/07 16:47
05/30/07 16:47

A
Anonymous
Unregistered
Anonymous
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A



And when i buy now iceX2.are the update included?

Re: IceX 2 Blendmap Generator [Re: ] #55299
05/30/07 17:38
05/30/07 17:38
Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
DEX Offline
Serious User
DEX  Offline
Serious User

Joined: Sep 2003
Posts: 1,037
Budapest, Hungary
About shadow-baker.
Talking from my expirience, as I am using one 1024 bmp for terrain texture and detail map, good workflow will be to bake shadows into terrain color map. So you can make that as option for people who are using smaller terrains. Also you can leave option for making shadow map to use it with multi-tex terain shader.
So either option you make Ill be very happy and it will save huge time in terrain creation.
Curently I am using freeworld3D to make terains and there I need to place all models, make shadow map, bake it into color map, export height map, imrot into med, and place all models again. So you see how huge will be time save.

Option for different heights for coloring mountains in white is feature which freeworld has, so it will be very nice to implement it.

So I think if you make all this feature we will definitly use iceX only
Thnx


DEXSOFT-GAMES.COM
Re: IceX 2 update #2 features [Re: bstudio] #55300
05/30/07 17:59
05/30/07 17:59
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
wow, you went exactly 1 yr, and 11 days between your update and its previous post w007 for patience

Re: IceX 2 update #2 features [Re: lostclimate] #55301
05/30/07 19:04
05/30/07 19:04
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Quote:

wow, you went exactly 1 yr, and 11 days between your update and its previous post w007 for patience




New year, new features

IceX 2 new terrainshader [Re: oliver2s] #55302
06/06/07 15:42
06/06/07 15:42
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Today I've implented a new material for the terrain. The multitexturing is now based on a shader, not anymore on fixed functions pipeline effects. The shader needs PS 1.4. The old FFP effect is still there as fallback if your videocard doesn't support PS 1.4. This new multitexturing material based on jcl's shader from Wiki, but with more textures and a real rgb blendmap. The 4 external detailtextures and the shadowmap is the same as before. But the 3 blendmaps are now stored in one rgb blendmap. This saves a lot of diskspace and makes better framerates and (a bit) faster calculations in the editor.
The shader doesn't need alphachannels to blend the textures like the old ffp material. So now you can use stencil shadow on terrain!!.



Re: IceX 2 new terrainshader [Re: oliver2s] #55303
06/06/07 22:17
06/06/07 22:17
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
These are very good news!

Street Tool 1.0 finished [Re: Pappenheimer] #55304
07/10/07 16:12
07/10/07 16:12
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline OP
Expert
oliver2s  Offline OP
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Long time no news on IceX2...but here it goes:
The street tool is almost completly finished. All features I wanted are implemented. Only a few small bugs must be fixed.

Here's a video which shows the features: http://www.youtube.com/watch?v=DloU3dgi6CE

And here the list of the biggest features:
- two type of shapes, for flat streets and sidewalks
- automatic texture scaling and shifting for easy creation of long, good looking streets
- movement of the street tiles in all directions: x,y,z
- scaling of the street tiles, e.g. for creating realistic crossroads



Last edited by oliver2s; 07/10/07 16:39.
Re: Street Tool 1.0 finished [Re: oliver2s] #55305
07/10/07 16:44
07/10/07 16:44
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
As always great updates and it keeps on looking great too !!
Those couple features you've mentioned are nice aswell

Cheers

Frazzle


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Re: Street Tool 1.0 finished [Re: oliver2s] #55306
07/10/07 17:50
07/10/07 17:50
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
Hi!

Excellent!!! must I say! keep at work!


greet.

salva

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