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Work in Progress / -= TerrainScape =-

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Alquerian
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Location: Reno Nevada
Posted: 20th Apr 2007 20:15 Edited at: 20th Apr 2007 20:32
The ARRAYinator - I emailed you the code, take a look at it. It has been a little while since I have looked at it, but I pass the textures and UV data and then use it inside the shader. You may be able to do away with some of the shader code, I am fairly new to shader language so I may have a thing or two in there that I do not need to have.

Enjoy it

Edit I forgot I changed a line in the shader file:


Edit 2 The Arrayinator - On second thought that code MIGHT not pass UV data, I will look at it today when I get the chance. I might have the code that does pass uv data at home. Either way, the one I sent you passes the texture data.

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Azrael
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Posted: 20th Apr 2007 22:13
This looks simply amazing!!
This gonna be a great tool!!


gbuilder
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Location: New Zealand
Posted: 22nd Apr 2007 00:38
Is Terrainscape able to use multiple detail maps, ie. have different overlayed detail for different areas?

gbuilder.

Toshiba Satellite p35 Laptop. 3.2 Intel Pentium, 1 gig ram, ATI Mobility Radeon 9600/9700 series (64mb) graphics card.
Alquerian
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Posted: 23rd Apr 2007 20:51
Azrael Thanks for the encouraging support!

Quote: "Is Terrainscape able to use multiple detail maps, ie. have different overlayed detail for different areas?"


Yes, it can. Currently I have 2 methods of doing this, while I am working on a 3rd method. The method that I am currently working on actually generates a custom Terrain format which offers the same performance as AT. The more texture layers you add, the higher the resource requirements. The visual improvements of my custom terrain format will blow AT out of the water. Better lights and shadows, more texture layers while allowing the user to lightmap to the terrain as well as full access to the lightmap texture. This is something that many people should find very useful

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Alquerian
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Posted: 25th Apr 2007 09:42
Update - for the next 30-35 days TerrainScape will be a only mildly updated due to a recently acquired contract. Do not fret, I love TerrainScape, and I love what I am doing with it. I will complete it and make some totally insane terrains and an amazing product for the masses.

~Cheers everyone

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jeffhuys
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Posted: 25th Apr 2007 10:14
Definitely gonna buy it!
This is the best terrain sculpting software ever seen!
Will it support slow CPU's?
What are the minimum system specs?
I've got 600 mHz...

Jeff

Legend of The Beast
You'll be able to click on this one day.
TEH_CODERER
21
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Location: Right behind you!
Posted: 25th Apr 2007 17:31
Quote: "I've got 600 mHz..."

Ouch! I thought my PC sucked!

This program is looking amazing and if I wasn't so stubborn about doing stuff myself I would buy it!

Alquerian
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Posted: 25th Apr 2007 19:21
Jeff - Yeah it should be able to run on a 600 mhz, you will need a video card with at least 32 mb ram. I would probably say a Radeon 7000 (or equivalent) would be the minimum you would want to try to use.

TEH_CODERER - I totally understand, doing things yourself definately helps you to come to a better understanding and ability to control all aspects of functionallity.

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Alquerian
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Posted: 27th Apr 2007 19:52 Edited at: 18th May 2007 21:52
TerrainScape announces Ogre3D Support.

The current project that is prying me away from working on TerrainScape is actually an Ogre project, I figured 'hey, while I am at it I should make TerrainScape compatible with Ogre.' So... here are the preliminary results (shadowmapping off):









These are just my initial test renderings using the default TSM settings (for those of you familiar with Ogre). TerrainScape has planned compatibility for A6, Blitz, and several other engines. One step at a time, I will make this product available for the faithful DBP community first.

Edit - just FYI - Ogre was providing superior performance, where I was getting roughly 200 FPS in DBP, I was obtaining 250-300 fps in Ogre.

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Uncle Sam
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Posted: 27th Apr 2007 21:03
Incredible work! I have never seen someone create such a landscape editor before.

Uncle Sam
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game master 07
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Posted: 1st May 2007 21:20 Edited at: 1st May 2007 21:21
I think you should go ahead and release it! Just have updates later on to fix any bugs. I would buy it as is right now! Also will it export in the .dba code? It would make game making easy in dbp without all the coding for makings land and stuff.

gm07
Alquerian
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Posted: 1st May 2007 21:58
Quote: "I think you should go ahead and release it! Just have updates later on to fix any bugs. I would buy it as is right now!"


I am definately going to release it once I finish the rest of the core libraries and make sure it does everything as it should without any quirky interface workarounds.


Quote: "Also will it export in the .dba code? It would make game making easy in dbp without all the coding for makings land and stuff."


In short Yes, it will export the .dba code. I will be providing sample code for the following languages/engines:

Darkbasic Pro
Ogre 3d
A6

and
Torque Game Engine (TGE)

If anyone would also like to see this working with other languages with example code, please comment on it and I will work it in.

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DIGIROSS
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Posted: 1st May 2007 22:44
This program looks amazing! Once I start my big project this will simplify the daunting task of terrains. Thanks much!

Mess with the best, die like the rest!
Freddix
AGK Developer
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Posted: 1st May 2007 22:46
maybe for Blitz3D too ? And DreamMOTION 3D under PureBASIC ?

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Alquerian
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Posted: 2nd May 2007 08:49
Quote: "Incredible work! I have never seen someone create such a landscape editor before."


Thanks Sammy! To be honest your WIP was a little bit of an inspiration to start my work. Also, I really liked the work you and Dink did with the particles.

Quote: "This program looks amazing! Once I start my big project this will simplify the daunting task of terrains. Thanks much!"


This will be the easiest and most effect terrain editor DBP and many other engines/languages have ever seen. My epiphany will become manifest, nay it HAS become manifest. Stay tuned.

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Alquerian
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Posted: 2nd May 2007 08:53 Edited at: 2nd May 2007 08:54
oops missed one:

Quote: "maybe for Blitz3D too ? And DreamMOTION 3D under PureBASIC ? "


Indeed. I do not have Blitz nor DreamMotion, I think I can fit Blitz into this month's budget and I will look at DreamMotion as well. Blitz should be fairly straightforward, however I am not familiar with DM. I will look into this further. Also, you can count on some plugins being developed in Purebasic/PurePlugin. I will likely use this for secure object distribution similar in fashion to GameCrypt. Thanks for the Suggestions Freddix

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Xenocythe
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Posted: 4th May 2007 02:31
Really good work! Your doing amazing Ethan!

Aaron Miller
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Posted: 4th May 2007 08:38
Any support for Irrlicht? (Which in my oppinion is just as good as Ogre)
Keep up the amazing work. ^_^


Cheers,

-db


What? You mean I cant sleep here???
Freddix
AGK Developer
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Posted: 4th May 2007 14:26 Edited at: 4th May 2007 14:26
Hi,
I follow your WIP from a long time now...
I have a small question. which is the size of the largest terrain you can build with TerrainSCAPE ?
Any plan on a release date ? (for what you know from e-mail I sended you :p)

Really great project

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Alquerian
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Location: Reno Nevada
Posted: 4th May 2007 18:34 Edited at: 4th May 2007 18:35
Quote: "Really good work! Your doing amazing Ethan!"

Thanks Xeno

Quote: "Any support for Irrlicht? (Which in my oppinion is just as good as Ogre)
Keep up the amazing work. ^_^"

Yeah, I will check it out as soon as possible. I would imagine it shouldn't be too hard. Thanks

Quote: "Hi,
I follow your WIP from a long time now...
I have a small question. which is the size of the largest terrain you can build with TerrainSCAPE ?
Any plan on a release date ? (for what you know from e-mail I sended you :p)

Really great project "


Hey Freddix! Good to hear from you The Largest Individual (IIRC) terrain that I have generated was 2048x2048 thus far, I am sure I could make larger ones. However, With this program you can generate multiple terrains in an individual scene and the program will automatically 'stitch' them together. The stitching doesn't weld the vertices on the seperate terrains, it doesn't simply snap the vertices at the edges of the terrain either. It uses a 3x3 averaging algo that realistically transitions one terrain to the next (supposing the same detail texture[s] are used.).

I do not yet have an ETA, I was hoping 1 month a month ago, however I was put on some contract work and I should be done with that in about 2 or 3 weeks, then I can get back into TerrainScape. There is a good chance that I will be put on another project immediately following this one (google or youtube the 'Novint Falcon') and if that happens release of TerrainScape would be set back a little again.

I am cooking a burrito in my pants just thinking about some of the features that I have in store for this program. I am happy to have such a large interest from the community

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Diggsey
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Posted: 4th May 2007 19:07 Edited at: 4th May 2007 19:07
Quote: "
I am cooking a burrito in my pants
"

Sounds painfull!!!

lol, I'm following this (as you already know)

game master 07
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Posted: 4th May 2007 19:10
Are you going to release a simple beta demo any time soon? If not do you need any beta texters? I could help test it for you!

gm07
Diggsey
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Posted: 4th May 2007 21:57
Im good at beta texting too: y r u txtin? u mean testin?

Alquerian
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Posted: 5th May 2007 08:44
I have a few people that are wanting to beta test this so far (4 or 5 that have told me directly) so I will be allowing more users to beta test this as well. I will not be issuing beta releases for at least another month, so if you are interested, post here or contact me via email. Thanks for offering game master

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Aaron Miller
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Posted: 5th May 2007 09:04
I wouldnt mind being a beta tester either. ^_^ By the way, I can help you learn Irrlicht if you like.
Keep up the good work.

Cheers,

-db


What? You mean I cant sleep here???
Alquerian
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Posted: 5th May 2007 09:36
DB - I might actually take you up on that offer, it is very generous indeed. Either way you would make a great Beta Tester, I will definately get a copy to you for testing

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Aaron Miller
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Posted: 5th May 2007 09:44
Cool, thanks man.

Cheers,

-db


What? You mean I cant sleep here???
Alquerian
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Posted: 8th May 2007 20:01
Would anyone be interested in Animated Terrains? One thought that came to mind would be oceans, water etc. Terrains (especially AT) can make beautiful water scenes. Let me know your thoughts.

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Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 8th May 2007 22:11
Quote: "Would anyone be interested in Animated Terrains? One thought that came to mind would be oceans, water etc. Terrains (especially AT) can make beautiful water scenes. Let me know your thoughts."


What a good idea.
Alquerian
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Posted: 9th May 2007 19:13
Aside from having standard animation data, would anyone think it would be useful to have a pseudo-script based animation system? For example sine based waves?

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Diggsey
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Posted: 9th May 2007 21:08
What about the ability to have a colour map, which specifies time, power, and another value. An animation script is used, and it is used on each point in the terrain individually. The color map controls the different time offsets, and other 'tweakables' in the script

OK, maybe thats a bit TOO complicated lol

Aaron Miller
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Posted: 10th May 2007 11:06
Quote: "thats a bit TOO complicated"

Though this isnt my project, I would say that Alquerian would simply check the red, green, and blue value of the map. The red corrosponding to the, time offset, the green the power, and the blue, the other value. Also, alpha can be taken into effect if needed.

@Alquerian
Keep up the good work.

Cheers,

-db


96% of the universe appears to be missing.
Alquerian
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Posted: 10th May 2007 20:28
Diggsey and DB - Those are exactly the kind of comments I am looking for! Great ideas, I think I can do a colormap wave system, kind of interesting really You could then tell the terrain/water to have non-uniform mathematical animations, this would be sweet really.

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Alquerian
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Posted: 10th May 2007 22:22
Ahh a quick update of The use of terrains in Ogre, here is a little video of running around on a terrain and road which was made entirely in TerrainScape and displayed in Ogre:

http://www.fantasymultimedia.com/OgreDemo.avi

I am nearly done with this job in Ogre and will return my focus to TerrainScape soon. BTW, I am still cooking that burrito in my pants.

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gbuilder
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Posted: 11th May 2007 22:03
Unimpressed by the video,
All it shows is stunted movement up and down a road. Any chance of a demo showing movment across the terrain with closeups of the detail textures, water etc.

gbuilder.

Toshiba Satellite p35 Laptop. 3.2 Intel Pentium, 1 gig ram, ATI Mobility Radeon 9600/9700 series (64mb) graphics card.
Alquerian
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Posted: 11th May 2007 22:30
GBuilder - Yeah that video was just to demonstrate a loaded terrain in Ogre, nothing fancy and yes, it was choppy because I was encoding the video on the fly.

It looks like I will get the chance to update TerrainScape in the near future, today I have been working on Per-Vertex grass and vertex welding. The results are coming out nicely. I will post a few screenies of that momentarily.

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Alquerian
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Posted: 11th May 2007 22:37 Edited at: 18th May 2007 22:23
Here we go folks, here are a few screenies of programatic Per-Vertex Grass, which will allow for media-less grass creation which take on the color and attributes of a colormap or supertexture, allowing for different color grass all over the map, using a single texture that modifies the individual UV of the offset of the limb vertex. This actually far out-performs planar grass with alpha AND this can be easily lightmapped (if you so desire).

These are just preliminary screenies of the WIP of Per-Vertex Grass, they hardly do it justice, however they demonstrate some fairly interesting possibilities.







Enjoy

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The ARRAYinator
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Posted: 11th May 2007 22:50
Awesome! You truly have an awesome program and an even cooler planned feature set and now this. No other way to put it but amazing! Keep up the good work!

David iz cool
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Posted: 12th May 2007 03:24
wow!

cant wait til this is finished!!!

good work!!!!
Zotoaster
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Posted: 12th May 2007 04:09
Alquerian, none of the links, including the ones for your display pic and sig, don't work for me.

Alquerian
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Posted: 12th May 2007 06:08 Edited at: 12th May 2007 06:09
Zoto - That is strange, I wonder why they are not working for you. I have a friend in Italy who says he occasionally has the same issue. Would you mind checking to see if this site works?
Http://www.fantasymultimedia.com

If it does not work, I could only imagine that it is a nameserver issue. If that is the case I could post a hyperreference to the IP as opposed to the URL.

If the following IP works but the fantasymultimedia.com url didn't then it is likely a nameserver issue, try this IP (it is the server which hosts my domains):

http://216.67.224.50/

Thanks

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Diggsey
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Posted: 12th May 2007 13:09
@Alquerian
Can roads be sloped, and if so, it would be cool if the animation script could control UV coords. That way, it would be a simple matter to create a flowing stream or lava flow

Alquerian
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Posted: 13th May 2007 09:44
Quote: "Can roads be sloped, and if so, it would be cool if the animation script could control UV coords. That way, it would be a simple matter to create a flowing stream or lava flow"


Absolutely Diggs, this is a great idea. I hadn't put too much thought into it until now, but it can definitely be done. I am familiar enough with memblocks and UV data to make this work, I am willing to bet something along the lines of a memblock shift then updating the UV data is exactly what I would want to do.

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Aaron Miller
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Posted: 13th May 2007 10:18
why not vertexdata instead of memblocks?

Cheers,

-db


96% of the universe appears to be missing.
Alquerian
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Posted: 13th May 2007 19:14
Quote: "why not vertexdata instead of memblocks?

Cheers,"


That is a very good question, it can be approached several different ways, and using vertexdata would actually offer me a fast way of doing this if I were to design the 'flow' to act like a belt (for example the big belts at the supermarket that they use to move your groceries down the line when you checkout), and have only a few vertices as the underside of the belt, then shift the vertices continually. That would actually work quite well, using a memblock to shift the data would probably be fairly easy, so either way I am looking at using memblocks for this to shift whatever data I am using, be it vertexdata or UV data.

Good call DB

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Ric
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Posted: 13th May 2007 21:05 Edited at: 13th May 2007 21:06
Alquerian: none of your links, pics, sig, website, etc. seem to working for me. Your website shows a 'forbidden - you do not have permission ...' screen. The IP link above takes me to some page about apache. Looking forward to seeing the screenshots of this project!

Alquerian
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Posted: 13th May 2007 22:38
Quote: "Alquerian: none of your links, pics, sig, website, etc. seem to working for me. Your website shows a 'forbidden - you do not have permission ...' screen. The IP link above takes me to some page about apache. Looking forward to seeing the screenshots of this project!"


Crud! I will look into an alternative hosting solution. Thanks Ric

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Aaron Miller
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Posted: 13th May 2007 23:07
@Alquerian
Oh. Well, there is one other alternative, made by Lee Bamber himself (I believe). It is a simple shader. Though it might not suit your needs.

Cheers,

-db

PS: I cant find the file, but I can look for the post.


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Alquerian
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Posted: 14th May 2007 03:09
DB really? That would be interesting to see. I could read an animated texture too if I needed it too, however that would require the user to have an animated texture. My goal would be to not have any extra requirements to accomplish this, getting this to work straight from code would be ideal.

So far I have veered away from utilizing shaders in this production package for numerous reasons. I feel it is an absolute necessity to provide a tool that does not require a shader to use. Currently I am working on a single-player RPG entitled 'Driftwood' which will offer the option of shaders in many aspects of the game. On a side note, All of Driftwood's terrain needs are being made with TerrainScape and it will be my showcase product to illustrate TerrainScape's Proof Of Concept model.

Please, if you find this shader I would be interested to see it.

BTW, DB - What is coming of this Tree3D software you are/have been working on? I am curious about that as well. I am interested in applied mathematics in relation to fractal tree constructs. Tell me what you have in store for that

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Aaron Miller
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Posted: 14th May 2007 08:25
@Alquerian
Found it. Pixel Shader That Warps UV

Tree3D Software is just the name of my company. I am working on many products at the moment for Tree3D. You can click the signature as well, it will lead to my website.


Cheers,

-db


96% of the universe appears to be missing.

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