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

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Duffer
21
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Location: chair
Posted: 26th Jan 2008 23:01 Edited at: 26th Jan 2008 23:02
@ Master Xilo,

I have downloaded the program from the link originally sent but the code originally sent does not unlock it...

I have vista now and all latest drivers.

see also the email I've sent so you can see that I did purchase it (sure your records will show that too)

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Master Xilo
18
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Joined: 8th Sep 2006
Location: Bern, Switzerland
Posted: 2nd Feb 2008 19:00
UPDATE!!!

Changes:

- update downloading progress is now shown
- added 60 fps limitation to editor
- corrected some bugs
- many things now real windows-menus (main menu etc.)

update online, will be auto-detected
trogdor
21
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Location: Portsmouth, VA, USA
Posted: 14th Feb 2008 17:00
@Master Xilo, Just ordered

While waiting, do you know of a tool to make Topographic Maps of height maps, or maybe your terrains?

I've used stuff like 3Dfield http://3dfmaps.com/ but it has not been easy to work with.
Blobby 101
18
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Location: England, UK
Posted: 23rd Feb 2008 12:53
i'm just wondering, how do you load maps into your project?
i'm working on a game at the moment and the guy who is making the maps for the game is using this. i'm programming and i need to know, is there a DLL with a command? or does it use #include and another DBA with functions in?


thanks to deathead for the sig! please Click on it!
Master Xilo
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Location: Bern, Switzerland
Posted: 23rd Feb 2008 14:49
there's a folder called "LoadYourMapsIntoDB" in the ExtendedTerrainXYZ folder. There, he should find the "LoadETXYZMap.dba" with the functions:

TERRAIN_LoadMap(filename$,beginnum,startimage,SC_collision as integer,xscale as float, yscale as float, zscale as float,mirrorx as boolean,mirrorz as boolean,nolightwhenlightmapped)

and

TERRAIN_DeleteMap(beginnum,removesc)
Blobby 101
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Location: England, UK
Posted: 23rd Feb 2008 14:57 Edited at: 23rd Feb 2008 15:12
ok, thanks.
EDIT:
do you know why this isn't loading?
the map is definitely saved in the same folder and i'm not sure what all the numbers mean - heres what i put:

what am i typing wrong?


thanks to deathead for the sig! please Click on it!
tatts
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Location: Ontario,Canada
Posted: 24th Feb 2008 15:13 Edited at: 25th Feb 2008 06:47
Is it possible you can add the option to save the terrains as a direct X and DBO files?

I'd would very much like to use my terrains with both Deled Pro and the Extends plugin. Problem is, I can only import directx files into Deled. And the Extends plugin uses a B3d Add object command for all objects so for that matter I do not know how to add your terrains with your extension. it's a shame to cause I really like the rts sky in Extends.

Another good idea would be to perhaps change the camera controls. As of right now you have the MMB for the camera rotation which really sucks. For myself the middle mouse button is my wheel, and clicking down on that just does not work the way it should. how about using something shift along with LMB or maybe both the LMB and RMB to rotate.

further more I would also like to use the terrains with the newton physics but only know how to do so using x and dbo objects.

i've tried to save to a dbo myself and it worked but only for one segment of the terrain.

or if there is anyone who already knows how to use the terrains with any of the programs or plugins that I have mentioned I would appreciate any help given..... thanks......tatts

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
elliot
16
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Posted: 4th Mar 2008 01:17
i place 1 thing in and it freezes up

elliot a. lamp
Master Xilo
18
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Joined: 8th Sep 2006
Location: Bern, Switzerland
Posted: 6th Mar 2008 20:45
@elliot
What do you mean by place one thing? There's nothing you can place.

@all
added new demomaps program

demomaps.zip of size 7.042 MB
http://www.filefactory.com/file/c16306/

(link is in first post too)
Super Nova
19
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Location: Earth
Posted: 6th Mar 2008 21:53
Ive been using extended terrain for a while now and I must say its great so far. I do have one bug to report and a couple feature requests tho.

BUG: when setting camera range to less than one (I tried .1), textures appear to have clipping issues, heres a pic to show you what I mean.

no texture issue...


texture clipping issue by just moving the camera forward a bit...


I know setting the camera range to less than one usually has negative affects, but maybe there is a work around?

Ok now to the Feature Requests:

1.) Allow a setting to show the total number of objects the terrain uses. Maybe a type of grid or something. A command to return this number in DBPro would be great as well.

2.) Once a terrain is completed, allow the user to delete sections of the terrain that is not in use. Currently I have some great terrains, but there are objects that the player will never see, so I wish I could delete it from the terrain.

3.) Allow the user to specify which objects in the terrain will have collision applied to it. I notice a huge slow down in collision tests because the amount of objects it has to test, any way to decrease the amount of objects needed to be tested would be great. If you really wanted to optimize this, you could also create a kind of "frustum culling type" system that only detects collision on the objects you specify within DBPro.

4.) Create a command in DBPro that returns what terrain object is located at a specific x,z location, this would help to do collision tests on only one object instead of a huge terrain.


I know these are huge requests, but I thought I would get em out there.

"What I have shown you is reality. What you remember, that is the illusion."
Master Xilo
18
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Location: Bern, Switzerland
Posted: 6th Mar 2008 22:15
For the clipping problems:
that's a directX/dbpro "bug", you could try to test some of the
transparency modes at line 335 of the included dba file where currently mode 3 is used
set object transparency i,3

1.) ok will come

2.) what do you mean by "never see"? Objects that don't have at least one visible vertex arent created

3.)The way the collision sets-up is using the sc_collision plugin.
At line 362 of your loadmapetxyz.dba is:

sc_setupobject i,SC_collision,0

in next version this will be changed to the following, I'd recommend you to change this now to:

sc_setupcomplexobject i,SC_collision,2

wich is worlds faster (I just noticed the speed decrease when using sc_setupobject i,SC_collision,0 in my own game)

4.)if you use sc_collision too and you do what I said in 3.), then this won't be required.

Thanks for that bug report!
Super Nova
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Location: Earth
Posted: 6th Mar 2008 23:05
Thanks for considering the requests, as for number 2, I dont mean objects that arent there, I meant parts of the terrain that I dont need, mainly the outer parts. This would require removing sections of the terrain the user does not want. I know this would most likely need an editor of its own to accomplish, so I understand if this is too much to ask. Thanks.

Cant wait for the update!

"What I have shown you is reality. What you remember, that is the illusion."
Master Xilo
18
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Location: Bern, Switzerland
Posted: 7th Mar 2008 08:26
@tatts
From the next update on, the program will automatically save all the objects as .dbo in a subfolder next to the MapTextures folder.
It'll do this the first time you load your terrain for faster future loading.
I'll add rem-arked code to the importer function source file to setup the terrain collision for dp too, it'll also save the generated collision meshes for faster future loading.
tatts
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Location: Ontario,Canada
Posted: 11th Mar 2008 10:02
Thanks Xilo, looking forward to it. Any idea of when that may be?

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 13th Mar 2008 20:22
LOL!!

I guess I liked it so much I bought it twice.

I bought it last month, liked it. Filed it away and started working on space theme levels. Came back to terrain themed levels today, searched the forums and found this. (again) Forgot that I already had it, and bought it again.

It's ok though, it's still good at twice the price.

Master Xilo
18
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Location: Bern, Switzerland
Posted: 16th Mar 2008 00:25
New video and screenshot

showing the new PhysX compatibility in action



mike45
16
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Joined: 24th Mar 2008
Location: California
Posted: 26th Mar 2008 05:25
I can't seem to figure out how to rotate the terrain.
When I use the middle mouse button all it does is zoom in and out.
Master Xilo
18
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Joined: 8th Sep 2006
Location: Bern, Switzerland
Posted: 27th Mar 2008 21:45
Can't you PRESS on your mousewheel? You have to click and hold it, and then move the mouse. Perhaps I'll add a key to do that aswell for people who don't have a mousewheel.

News: I added a forum to my website to report bugs and other stuff directly.

->here<-
Master Xilo
18
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Location: Bern, Switzerland
Posted: 2nd Apr 2008 01:21
Update 1.6

Changes:
- some bug fixes
- fixed all heightmap bugs (importing and exporting)
- added a "Help" section to the menu
- launched News-Service and Forum
- import code now supports DarkPHYSICS directly
- better lightmaps
- new "Scale heights" tool/action
- spacekey = middle mouse button
- lightmap now also affects layers that aren't created yet
Venture
16
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Joined: 21st Feb 2008
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Posted: 2nd Apr 2008 20:42
Thanx a lot for the update Xilo. Adding the spacekey was a godsend to rotate the camera. Just a simple request though... could you swap the right click for the spacekey. Not sure if most people would like it this way but i'm very used to right clk to rotate camera, as are most games. It just seems faster and easier, but i will try to get used to the spacekey camera. Thanx.
Venture
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Posted: 2nd Apr 2008 20:45
Oh and one more thing. Where are some tutorials on how to use all the wonderful functions, and what they all do? Any help other than the videos would be very welcome. Thanx again.
JulesD
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Posted: 4th Apr 2008 08:42 Edited at: 12th Apr 2008 02:31
Will there ever be a version that we can import 3d objects .x .dbo.
JulesD
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Posted: 12th Apr 2008 02:05 Edited at: 12th Apr 2008 02:31
Master Xilo could you update it to have a FPS explore mode such as Terasculpt and change the move keys such as w,s,a,d to the arrow keys.
Master Xilo
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Posted: 12th Apr 2008 03:57
The camera movement is already FPS (fly-around) style, but I can add the arrow keys.
JulesD
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Posted: 13th Apr 2008 06:00
I mean add a dark physics collision box have it collide with the terrain, hide the box move box around with arrow keys and have the camera position where the box is but a little more up from the terrain.

This way you can walk up and down the hills.
so 2 modes fly around and walk around.
KISTech
16
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Location: Aloha, Oregon
Posted: 14th Apr 2008 20:03
I can't express how much I love this program. It's been perfect for the terrains in my game.

Now if we could somehow combine this with the abilities of WORLD to place objects in the scene and export the placement of objects to either text file or .DBA code.

I say text file because all of my objects are being loaded from a database. The current level I'm working on will have about 2,000 objects to place..

The Wilderbeast
19
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Posted: 14th Apr 2008 20:32
Quote: "The current level I'm working on will have about 2,000 objects to place.."

Beaten you already, 2500 objects in two commands (from the .env mapfile)

KISTech
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Posted: 15th Apr 2008 18:51
What are you using to place objects?

JulesD
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Posted: 16th Apr 2008 02:13
um, ok the physics work well with the current terrain but I find when you create steep hills or tall mountains you walk through the polys.
Is there a way to view my terrain in wire frame mode?

It also seems that changing ambient light does not effect all polygons even when I try to increase light 0 range or move it high up.

But besides that this is one of the best Terrain editors I've ever worked with.
The Wilderbeast
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Posted: 16th Apr 2008 11:25
Quote: "What are you using to place objects?"

A map loader, so it looks at the map, reads the objects and positions them where you want. But in this case it was vegetation, so I only had to state the x,y,z pos, radius and density.

And a very nice terrain editor I must say I might think about purchasing this.

KISTech
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Posted: 16th Apr 2008 20:19 Edited at: 16th Apr 2008 20:38
That's my current problem. I've got great terrains now because of Extended Terrain XYZ, but placing objects (such as buildings) in just the right spot is tedious work.

Maybe I'll just write an in-game function for now with pick and move capabilities.

The depressing thing is my buildings are pretty low poly, but once I've got about 8 or 10 of them on the level the framerate drops quite a bit. I haven't even started loading trees, shrubs, or rocks yet, and I still have a waterfall to put in.

[edit]
Actually, I take that back. I hadn't yet put in timer based movement which I've been studying up on this morning, and that made a big difference in the smoothness. A little tweaking here and there and it should run fine with quite a few buildings.
[/edit]

JulesD
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Posted: 18th Apr 2008 02:01
It seems Dark Physics does not work very well with very large terrains.But works fine with smaller terrains.With the large terrains the control box has no collision with some polygons.
Master Xilo
18
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Location: Bern, Switzerland
Posted: 10th May 2008 23:13
Update 1.7

Changes:
-added arrow-keys for controlling
-brush is now transparent
-multiple languages choosable
-added three parameters to the loader function: addy, uscale,vscale

Released:
2008-05-10
JulesD
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Posted: 12th May 2008 22:30 Edited at: 13th May 2008 00:13
Yehhhhhh!
Duffer
21
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Posted: 14th May 2008 02:34
@ Master Xilo,

The links I have are to an old version?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Master Xilo
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Posted: 14th May 2008 20:14
Wich links? It's auto updating...
Duffer
21
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Posted: 17th May 2008 19:57
No worries Master Xilo - will wake up soon - sorted now...

any further updates planned?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Master Xilo
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Posted: 9th Jun 2008 22:41
Yes!

Update 1.8 in progress:

Changes so far:- you can now make that your *.etm files automatically get loaded into ETXYZ when double-clicking them (file-association)
- if the program restarts because you changed language, you can continue working on the same map you were working on (get's backup saved between startups)
- dgdk loading function

It will of course be an auto update once it's done.
Feel free to suggest other things!
KISTech
16
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Location: Aloha, Oregon
Posted: 9th Jun 2008 22:53
Suggestion:

When you are creating the map, I would love for the sliders for number of objects, number of tiles, etc. to be all in one box, and have that show you what the final size of that map is going to be.

It took me about 10 tries over 30 or so minutes to make a map that was exactly 2000 x 2000. Now I want to make some maps of various sizes and trying to figure out exactly what to set the sliders to is driving me nuts.

Thanks.

Master Xilo
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Posted: 9th Jun 2008 23:00
That's true, you should be able to just enter a size as if you were creating a terrain from a heightmap.

Good suggestion.
KISTech
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Posted: 10th Jun 2008 00:50
Cool. Thanks.

Super Nova
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Posted: 19th Jun 2008 07:26
@Master Xilo
I just started making a forest and I need my trees to have shadowing. Now I do not need anything complex, even a circle under the trees would be a start, but I have no idea how to go about adding shadows to the terrain. Im not asking you to add a new feature, but I would just like to know how you would go about adding shadows to terrains made in ETXYZ. Any info. will help.

"What I have shown you is reality. What you remember, that is the illusion."
KISTech
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Posted: 19th Jun 2008 21:35
Well, if you have DarkLights you could generate lightmaps for your levels. Otherwise you're looking at using DBPro's shadowing feature which I believe uses a shader.

Master Xilo
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Posted: 19th Jun 2008 21:37
or you could paint black color (within the editor) to the positions where the trees will be
revenant chaos
Valued Member
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Location: Robbinsdale, MN
Posted: 23rd Jun 2008 00:17
I cant run the demo maps. when I try to execute the file, it says that my monitor doesn't support the screen resolution. Could you either re-compile it in 1042*768*32, or add an option to allow the user to change the resolution?
Master Xilo
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Posted: 23rd Jun 2008 00:28 Edited at: 23rd Jun 2008 00:30
The reason for this can't be the app's resolution, as it just uses your current resolution:

`#################set display mode to yours#################
load dll "user32.dll",1
global ScreenW as integer:ScreenW=call dll(1,"GetSystemMetrics",0)
global ScreenH as integer:ScreenH=call dll(1,"GetSystemMetrics",1)
delete dll 1
set display mode ScreenW,ScreenH,32


EDIT:
Try right clicking on it, choose Settings (or Options dunno), go to compatibility tab and choose "Execute in screen resolution 640x480"
revenant chaos
Valued Member
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Posted: 23rd Jun 2008 03:58
I tried that before I posted, still doesn't work. Before you ask, I have the latest version of DX9 and graphics card drivers. I don't know what the problem could be, considering I use that exact code in my own projects to set the screen resolution. It keeps telling me that "the screen depth is illegal at line 0".
Master Xilo
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Posted: 21st Sep 2008 21:04 Edited at: 21st Sep 2008 21:08
Finally I can present
Update 1.8
With lots of changes, including the long awaited UNDO FUNCTION
and a loader code for DGDK!

Changes:
Changes:
- you can now make that your *.etm files automatically get loaded into ETXYZ when double-clicking them (file associations)
- if the program restarts because you changed language, you can continue working on the same map you were working on (get's backup saved between startups)
- dgdk loading function
- undo-function in menu and with ctrl-z (not yet added for language files)
- set how many times you want to be able to "undo"
- blend color now affects all layers
- if you right click while in set blend color mode, you can clear the blend color
- if you change the selected layer, the tool is automatically set to "Make visible"
- you can change the tool you want to use by pressing the number keys 1-6 now
- if you right click on the color palette, you can now select the current color in the standard-windows-color-picker window
- when creating a new terrain, you can now enter the desired terrain (width and height) just as if you were creating it from a heightmap with exactly that size+1 (you enter the amount of patches, not of points)
- if you change the current color, the tool is automatically set to "Set blend-color"

Released:
2008-09-21

Super Nova
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Posted: 22nd Sep 2008 21:43
Just updated successfully but now I get an error when I try to run it...

"Runtime Error 1507 - Display using 32 bit is not supported by available hardware at line 0"

This was never a problem with any earlier versions. Any thing I can do to fix this?

"What I have shown you is reality. What you remember, that is the illusion."
Master Xilo
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Posted: 24th Sep 2008 01:42
Line 0?
Try chaning your desktop resolution to 1024x768x32.
Or
Quote: "Try right clicking on it, choose Settings (or Options dunno), go to compatibility tab and choose "Execute in screen resolution 640x480" "


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