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Program Announcements / - Extended Terrain XYZ - new, layer based MAPEDITOR, works in realtime!!!

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Try
20
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Posted: 15th Sep 2007 10:05
Hey, great work. Any chance to see a DarkDGK version of it?

I'd love to pay for something like this

Cheers,
-Try
paul5147
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Posted: 15th Sep 2007 11:34 Edited at: 15th Sep 2007 11:36
Master Xilo,thanks got the code,just takes abit to come through on that account,Paul.Parkinson3
Uncle Sam
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Posted: 15th Sep 2007 11:42 Edited at: 15th Sep 2007 11:50
This looks really neat.

But the AOM texture issue thing is making me nervouse about buying it...and the Trojan with the file-uploading site. I mean, how did you get the textures? Surely they're not just in a folder where AOM is installed. Correct me if I'm wrong, but isn't decrypting/hacking the only way to do such as thing?

Still very impressed though and I'm thinking of buying it. What type of file does it export to? Would it work setting it up for collisiong using Sparky's DLL? I'd appreciate a demo of the editor, or a sample DBP project file with a sample map that we can edit and test.

Master Xilo
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Posted: 15th Sep 2007 14:38 Edited at: 15th Sep 2007 14:42
Quote: " the Trojan with the file-uploading site"


This is fixed since a loooong time!

Quote: "What type of file does it export to? "


*.etm (Extended Terrain XYZ) You also get a .dba file with the loader function.

Quote: "Would it work setting it up for collisiong using Sparky's DLL?"


This is already included in the maploader, you can specify a group-number for Sparky's collision dll!

Quote: "a sample DBP project "


There is a sample maploader with maps ready for download (see first post) but no code because the loader is part of the editor. But as already said, it's only one command!

EDIT:
Quote: "Any chance to see a DarkDGK version of it?
"


I think it wouldn't be very difficult to convert the loader code to DarkGDK commands.
Try
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Posted: 15th Sep 2007 15:27
Quote: "I think it wouldn't be very difficult to convert the loader code to DarkGDK commands."

The loader code was written in DBP? haha, I thought it was a plugin

Thanks for the good news and keep up the great work there

Cheers,
-Try
Deagle
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Posted: 15th Sep 2007 17:28 Edited at: 15th Sep 2007 17:40
I still cant understand the things you have to type when creating a new terrain, can you make an image of what they mean?
I made 30x30 30x30 3x3 terrain and i got very un-workable fps.

edit: also, cant erase the textures i've drawn.

Deagle aka D-Eagle
Silvester
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Posted: 15th Sep 2007 18:13
Quote: "I'm at home, sorry I didn't write you. I can't accept bank transfers
So the only way for you would be putting the 5 euros into a letter and send them to me. "


Ow, too bad. I dont trust the Dutch mail system enough to send money by mail.


Master Xilo
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Posted: 15th Sep 2007 18:19 Edited at: 15th Sep 2007 18:20
Quote: "I still cant understand the things you have to type when creating a new terrain"


A picture explains this best I think:


Quote: "got very un-workable fps."

Wait for the update (I'm uploading it currently) and tell me again if it's slow or not.

Quote: "edit: also, cant erase the textures i've drawn."


Read the ReadMe.txt file.
Quote: "if using "set alpha" tool, "set brush strength everywhere to full" applies the alpha value choosen in the alpha window "


NEW VIDEO!!!
Testmap as world using my Lego MMORPG and Lego RPG engine.
Silvester
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Posted: 15th Sep 2007 18:36
Looks good Xilo, but the scale isnt correct, maybe scaling the terrain up?(or character down)


Master Xilo
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Posted: 15th Sep 2007 18:44
Quote: " but the scale isnt correct"


The scale can never be "correct" you can have 10*10 patches on a 1m*1m sqare to have a high detailed terrain, or have only 1 patch for 100*100 meters.

SPEED UPDATE IS NOW ONLINE!
paul5147
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Posted: 15th Sep 2007 18:46
Master Xilo,cant get the maploader to compile,keep getting an error

and the exe version crashes with the error
runtime error 506 - could not load image at line 227
are you using some plugins other than sparky's and matrix1utils?
Master Xilo
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Posted: 15th Sep 2007 19:06 Edited at: 15th Sep 2007 19:09
oh, sorry I'm also using this windialog plugin:

http://forum.thegamecreators.com/?m=forum_view&t=102574&b=1

Quote: "and the exe version crashes with the error
runtime error 506 - could not load image at line 227"


Make sure you save the maps. Don't just copy maps into this folder because the map textures are also needed (they get saved to the correct place when you save the maps in that "MAPS" folder)
wh1sp3r
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Posted: 15th Sep 2007 19:16
I cant redraw second layer with first layer This feature is missing will be ?


PS: Real programmers aren't afraid of math!.
Master Xilo
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Posted: 15th Sep 2007 19:31
What do you mean? Can't you give the second layer the same texture as the first? Or can't you exchange their textures? Or their order?
wh1sp3r
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Posted: 15th Sep 2007 19:35
Master: you know Look .. Try draw textures from second layer, now switch layer to layer 1 a try draw on place, where you've drawn with texture from second layer


PS: Real programmers aren't afraid of math!.
Master Xilo
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Posted: 15th Sep 2007 20:12 Edited at: 15th Sep 2007 20:13
It's because it's layer based, the second layer will always be over the first one (if you don't switch order with the arrows on the right). You could make the second layer transparent to see the first texture again.

But you're right, I need to make this happen automatically, I'll see what I can do.
paul5147
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Posted: 15th Sep 2007 20:44
Allmost got it to load one of the included maps into DBPro,found out it wont compile the source under BlueIDE2,only seems to compile in the standard editor (not tried codesurge,synergy or an earlier blueide yet),but it still gives me the cant load image error even with the included maps,any ideas cos they look great in the editor,i just want to run around on one and see it in DBPro?
Master Xilo
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Posted: 15th Sep 2007 20:46 Edited at: 15th Sep 2007 20:53
Save them to the folder where you want to load them from so there's a folder "MapTextures" created.

EDIT:
Next update will have the ability to redraw a stage that is under another. I also fixed a bug with the brush's postion when you get off the map.

EDIT2:
More ideas are very welcome!!!
paul5147
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Posted: 15th Sep 2007 20:54
Ok,finally i get it,you have to either make and save a map or load and save a map with the editor into what ever destination folder you want and it creates the maptexture folder for you inside the destination folder,and can i just say it looks great,even on my old laptop,cant wait to get home and try this on my PC,thanks for your help Xilo
Master Xilo
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Posted: 15th Sep 2007 20:56
np, you're welcome!
Duffer
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Posted: 15th Sep 2007 22:12
@ Master Xilo,

Looking good. Any chance of implimenting IanM's suggestion for seamless landscapes?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Deagle
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Posted: 15th Sep 2007 22:51
I get alot of artifacts:

Can you fix?

Deagle aka D-Eagle

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Master Xilo
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Posted: 15th Sep 2007 22:57
Your pc is strange...

First it's slow and then this.
Did this also happen before the new version was released? When does this happen? Tell me your pc specifications. Help me to help you.
Deagle
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Posted: 15th Sep 2007 23:16
It's not slow anymore but the artifacts.. They started appearing after the newest autopatch.

I have Intel E4300 processor, GF 8600 GT and 2 gigs of ddr 2 RAM

Deagle aka D-Eagle
Uncle Sam
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Posted: 16th Sep 2007 01:55
I'd love to see a map made with some user-made textures, so I can see what the quality is like without AOM textures.

wh1sp3r
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Posted: 16th Sep 2007 10:09
Master Xilo: I have some idea for you to speed up your terrains. I dont know, if you are using it now or not, so ..
you draw texture from second layer, when you save your terrain, it makes optimalization .. places where isnt something draw will deleted (polygons).


PS: Real programmers aren't afraid of math!.
Duffer
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Posted: 16th Sep 2007 10:24
@ Xilo - see above, and, any chance of a command list? also, vid links dont seem to work anymore...?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Master Xilo
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Posted: 16th Sep 2007 11:54 Edited at: 16th Sep 2007 12:16
Quote: "makes optimalization .. places where isnt something draw will deleted (polygons)."


DONE! But I don't delete these invisible polygons when i save the maps, because there's not poly data saved, only height, color etc. But I optimized the loader to give the objects only the amount of polygons they will actually have without the invisible ones.

Now, It reduces the polycount of the huge terrain from 1'260'000 to 300'000!


Oh, and I'm sorry to the ones that already bought it: the sample code currently scales the terrain by the factors 0.5,1,0.2 (TERRAIN_LoadMap(filename$,1,1, 0.5,1.0,0.2,1,1)) but you can easily change this. I only didn't remove the scale when I tested something.

EDIT: another fps increase, now the objects that have no visible patch aren't created. FPS when looking at whole huge terrain (the 8 layered one from the video):
11 fps without optimization (I think)
22 fps with first optimization
50 fps with current optimization state

EDIT:
Final optimization!!!
NOW (in the next update) the huge terrain only has 230'000 polygons and runs with 70 fps if i look at the whole terrain. This optimization also hides patches that are visible but under another also visible patch of a layer.

EDIT:
OPTIMIZATIN STAGES
(always looking at the whole huge terrain from the video (the one with 7 layers and so on))
1. Polycount: 1'260'000 FPS: 10
2. Polycount: 330'000 FPS: 22
3. Polycount: 330'000 FPS: 50
4. Polycount: 230'000 FPS: 70

EDIT:
Next update so far:
- ability to redraw a stage that is under another
- fixed a bug with the brush's postion when you get off the map
- very much optimized loader code (see above)
Roxas
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Posted: 16th Sep 2007 12:22
Great! Now just add lost in tought frustrum culling

[center]
paul5147
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Posted: 16th Sep 2007 14:34
Xilo,editors working great but i still get problems loading the levels in DBPro,not sure why cos the maploader will compile fine in the standard DBPro ide even though not may of us can still be using it,it compiles in the latest version of Codesurge,but fails in both BlueIDE2 and Synergy (newest versions of both) with the error "cant understand command at line 4" which is the TERRAIN_LoadMap function call,slightly annoying as Blue is my editor of choice,any ideas?
Master Xilo
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Posted: 16th Sep 2007 15:59
you need to include the LoadETXYZMap.dba file
Deagle
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Posted: 16th Sep 2007 16:10
The XZ modification is still VERY hard :c
btw, a hotkey for erase-paint textures from a layer would be cool, sucks when you have to click the button in the options window..

Deagle aka D-Eagle
paul5147
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Posted: 16th Sep 2007 16:53
Master Xilo,the LoadETXYZMap.dba file is included,it just doesnt seem to be recognised at compile time,could it be that the first line is a remstart command and its simply not bothering to check to the rest of the file?
Master Xilo
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Posted: 16th Sep 2007 18:56 Edited at: 16th Sep 2007 19:23
Quote: "The XZ modification is still VERY hard :c"

Activate "Don't move when clicking" in the options window will help you a lot.

Quote: "btw, a hotkey for erase-paint textures from a layer would be cool, sucks when you have to click the button in the options window.."


In the next update you'll be able to redraw a texture layer that is under another. (by just painting)

@ paul5147

I don't know why it doesn't recogniz it.

Update for next update!

You can now create lightmaps directly in the program.



Roxas
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Posted: 16th Sep 2007 19:00
Omgf THATS AWESOME!

And fps is 105! Did you add the frustrum culling?

[center]
paul5147
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Posted: 16th Sep 2007 19:12
Thanks Xilo,but ive sorted it out,seems to be a conflict with Codesurge(your editior?)dbpro files and BlueIDE ones,simply remade the examples in BlueIDE and it compiled first time,always thought dbpro was dbpro was dbpro,guess its not.BlueIDE dbpro file seems to work in all the other editors ive tried though.Once again thanks Xilo DB's been waiting for this a along time,now ive got an excuse to buy texture maker.
wh1sp3r
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Posted: 16th Sep 2007 19:18 Edited at: 16th Sep 2007 19:21
Master Xilo : yes, this technique exactly uses 3D world studio so ITs great, that you implement it to your editor

I have new task for you ... Implement Darklights .. I dont know about, how you can use (licence) this library, but I think, that this library will be compiled in your editor and won't be free.

next: I wanna import ... for example TREE .. and when i save my terrain, it generate some kind of text file with information, where the tree is ....If you make these features .. your editor will be absolute great tool for terrain for really cool price

EDIT :
Quote: "You can now create lightmaps directly in the program."
Really ? cooooooool


PS: Real programmers aren't afraid of math!.
Atmosfear
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Posted: 16th Sep 2007 19:20
Quote: "but fails in both BlueIDE2 and Synergy (newest versions of both) with the error "cant understand command at line 4" which is the TERRAIN_LoadMap function "


I can confirm this Error
Epimetheus
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Posted: 16th Sep 2007 21:13
Sorry if someone already asked this, but does the editor make use of shaders or multiple terrains that have had their vertex alpha values edited? Thank you.
Master Xilo
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Posted: 16th Sep 2007 21:22 Edited at: 19th Sep 2007 20:20
Quote: "Sorry if someone already asked this"


Noone did, I think

It's "multiple terrains that have had their vertex alpha values edited", but actually, it's mutiple layers.

Quote: "I can confirm this Error "


I think CodeSurge (my editor) exports differently structed dbpro files. DBPro seems not to be dbpro.

EDIT: see "INFO" in first post
Oneka
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Posted: 19th Sep 2007 23:08
So when do we get our password? I bought it..


Making dreams possible, one line at a time...
Try
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Posted: 22nd Sep 2007 05:00
Master Xilo,
Can you tell me how it's possible to use 'Extended Terrain' in DGDK? (In detail)

Thanks in advance
-Try
Oneka
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Posted: 3rd Oct 2007 00:32 Edited at: 4th Oct 2007 14:00
[EDIT]


Making dreams possible, one line at a time...
Master Xilo
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Posted: 4th Oct 2007 11:22
It's ok Oneka i've sent it!
Master Xilo
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Posted: 4th Oct 2007 12:25
UPDATE!!!

Changes:

- ability to redraw a stage that is under another
- fixed a bug with the brush's postion when you get off the map
- very much optimized loader code (see above)
- make light and shadow maps in the program

update online, will be auto-detected
Oneka
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Posted: 4th Oct 2007 14:08
It seems pretty cool, I will get to play with it alittle more when I get home, but the mouse brush thing gets alittle wacky when you start changing the camera view so that is alittle hard to work with but probably is an easy fix


Making dreams possible, one line at a time...
Oneka
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Posted: 5th Oct 2007 22:29
Program is pretty cool, but fix it so that if it cannot connect to the update server that the program will still work, right now I cant connect to the update server and it wont run, you should prompt the user if they wish to update or not


Making dreams possible, one line at a time...
Master Xilo
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Posted: 5th Oct 2007 23:06
ok, thanks for the tip
Deagle
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Posted: 6th Oct 2007 09:45
Man.. Check this screenshot:

That only happens in the editor, not when i load the map in game.

Deagle aka D-Eagle

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Ian T
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Posted: 6th Oct 2007 17:21
A few questions before I set any money down -

- How are the lightmaps exported?
- How is the final mesh segmented (into limbs)?
- What does the geometry look like (wireframe)?
- What kind of load speeds does it have?
- Can two terrains made of side-by-side heightmaps lock together seamlessly? Speaking of, does the loading code handle multiple terrains at all/well?

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