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DarkBASIC Professional Discussion / Blitzwerks Terrain

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Kezzla
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Posted: 16th Feb 2011 13:07
Blitzwerks Terrain (File Updated: 28th Jan 2011)
DarkBASIC Professional (File Updated: 19th Jan 2010)

I should be right with these versions shouldn't I?
I have the latest version of DB pro which is the same as the version above.

Sometimes I like to use words out of contents
Wyldhunt
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Posted: 16th Feb 2011 13:13 Edited at: 16th Feb 2011 13:16
That version is from before BlitzTerrain was added as a TGC addon.
Try the newest 'beta' version. Really, I haven't noticed any bugs with it at all. Probably just beta because Lee hasn't decided that he's happy with it yet.

http://forum.thegamecreators.com/?m=forum_view&t=180294&b=1

It'll be the 2/15/2011 version.
Kezzla
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Posted: 16th Feb 2011 13:29
Excellent!
That has fixed it.

So the find update button in Db pro doesn't find the update because its beta?
I think maybe they need to show betas with an "install at your own risk" tag when you check for updates.
anyway, In future I will just check the dbpro forum for the update announcements when new addons are released.
thank-you for your help
kezzla

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kaedroho
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Posted: 16th Feb 2011 22:08 Edited at: 16th Feb 2011 22:10
[Edited - Didn't read seccond page before posting]

Tapewormz
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Posted: 18th Feb 2011 01:22 Edited at: 18th Feb 2011 01:34
@kaedroho Question, is Blitzwerks terrain finished yet or is it a work in progress? Or are you going to add new features to it in updates? I see you're taking suggestions so I'm a little confused about the build. I never meant anything personal by the comment on the logo. I put a smiley in there, but I guess it didn't illustrate that it was a light hearted comment. Sorry about that. I'm still buying this plugin, it's what the community has been dying for ever since TGC hinted at Advanced Terrain way way WAY back. Nice!

@BillR How is that out of line? It borrows the unreal font (Though he's stated that it was unintentional). It's not a troll post if you read my entire post. It was a friendly jab and a valid suggestion.

@Wyldhunt Here's the image showing the font which dates back to Unreal, but I just snagged the UT screen.

kaedroho
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Posted: 18th Feb 2011 01:35
Blitzwerks Terrain is finnished. I am adding new features as updates.

baxslash
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Posted: 18th Feb 2011 10:00
I have to admit the similarities are there in the font. Do I care? No.

I'm not really prepared to make my own fonts or try to find one that's rarely used. If it looks good I'll use it. Well done for spotting the similarity but it doesn't matter does it.

Great plugin Kaedroho. I will certainly consider purchasing if the right project comes up, how large are the required runtimes?

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kaedroho
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Posted: 18th Feb 2011 12:21
baxslash, Thanks! The runtimes are 1.7MB.

http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en

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baxslash
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Posted: 18th Feb 2011 12:23 Edited at: 18th Feb 2011 12:33
Really, that's not bad. I assume the dll is fairly small too?

Should have asked that too I guess...

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kaedroho
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Posted: 18th Feb 2011 14:34 Edited at: 18th Feb 2011 14:35
Yeah theyre small. And once theyre installed, they don't need to be included in the project directory and most people will have them anyway soon.

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WickedVixen
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Posted: 18th Feb 2011 15:33 Edited at: 18th Feb 2011 15:37
I have this friend who is interested in random heightmap generation and I'm not very knowledgeable in that respect. Here is a bit of information from him that I copied, with his permission, from Facebook...


You see, DartNub is interested in building an RTS with changeable terrain (maybe not necessarily random terrain). He has some really great ideas about his RTS, but has no idea about "in-game modifiable heightmaps" and I do not have the expertise that he has been asking about.

Any assistance to his and probably the rest of us, here, could use, would be a gigantic asset to helping us realize our heightmap dilemmas and to fix those assumptions with real advice.

Thank you.

[edited to make the "code snippet" not run past the web page edge.]

baxslash
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Posted: 18th Feb 2011 15:56
You should probably take a look at Evolved's terrain editing stuff which is available here:
http://www.evolved-software.com/shaders/advlighting

...and here's an early video of it in action. It's the only way I've seen of editing terrain "in-game":


kaedroho
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Posted: 18th Feb 2011 16:06
Blitzwerks Terrain supports heightmap editing in game just the way the above video has.

BT RaiseTerrain and BT SetPointHeight are the commands which you can use to do this.

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baxslash
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Posted: 18th Feb 2011 16:28
Quote: "Blitzwerks Terrain supports heightmap editing in game just the way the above video has.

BT RaiseTerrain and BT SetPointHeight are the commands which you can use to do this."

Cool! Yet another reason to buy it then. Also as good as evolved's stuff is it's normally really hard on the framerate. I couldn't even run the ocean shader shown above on my machine...

Wyldhunt
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Posted: 18th Feb 2011 17:18
@Anitarquious I
Judging by what I've read, and the free version, that idea is perfectly workable with Blitzterrain. In fact, Blitzterrain would do almost all of the work.

However, the amount of teaching and explaining would probably lead to a lot of bloat in this thread about how to make a map editor, which isn't really BlitzTerrain. BT would just be your middleware that you use to script your system with. You could use this to create a map maker. You could sculpt the terrain and then save it out to a fancy advanced heightmap. That way, you don't need to worry about the heightmap technicalities.

To avoid hijacking this thread, you should start a new thread for this. Look through Evolved's map maker, above. It has the source code. If you re-made that with BT, it'd be much better and smoother.

I'll help you more in your new thread.
WickedVixen
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Posted: 18th Feb 2011 21:46
To everyone who has jumped in and helped: Thank you!
I will talk to DartNub and give him all of this GREAT advice.

Thank you, again!

peterJBE
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Posted: 20th Feb 2011 13:26
Is it possible to position a blitzterrain at a position different from 0,0,0.I can use the dbpro command position object nr,x,y,z.
But when a terrain is not at 0,0,0.the commands :
BT UpdateTerrainCull g_Terrain2ID
BT UpdateTerrainLOD g_Terrain2ID
Don´t do what I expect.

I have have adapted a BT example using two terrains.
The second is not rendered correctly.

Do I do something wrong or is this a Blitzterrain issue?





Put the code in the Blitterrain directory like an other BT example
to compile.
peterJBE
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Posted: 20th Feb 2011 13:47
I did some more tests.
My problem does not seem to be connected to positioning the terrain in another location.
When I position the first created terrain at 0,0,5120 and the second created terrain at 0,0,0 the problem is also with the second created.

The Slayer
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Posted: 20th Feb 2011 14:15
@peterJBE

I might be wrong though, but I think you're using the free version of Blitzterrain, right?
Well, in the free version, you can only create one terrain, so that might be the cause of your problem, I think.

Cheers

SLAYER RULES! YEAH, MAN!!
peterJBE
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Posted: 20th Feb 2011 14:36
@The Slayer

I use the commercial version.
I can create several Blitzterrains.
The code compiles and runs.
I have a problem using:
BT UpdateTerrainCull g_Terrain2ID
BT UpdateTerrainLOD g_Terrain2ID
on the second.
Maybe I do something wrong?
kaedroho
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Posted: 20th Feb 2011 15:00
peterJBE, The code you posted works fine for me. Both terrains are rendering as they should. Could you up load a screenshot of the problem?

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peterJBE
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Posted: 20th Feb 2011 20:33
@kaedroho
This image corresponts to the first program, where the second created terrain is positioned at 0,0,5120.
The first blue line is as expected.
But I don´t know why an area in the middle of the second terrain is not rendered (is blue).


My system DELL
Processor Intel(R) Core(TM) i3 CPU 540 @ 3.07GHz
Memory (RAM) 4.00 GB Graphics NVIDIA GeForce GTX 260

Windows 7 64 bit
dbpro 1.076

Blitzterrain.dll 23.01,2011
blitzterrain_RTTMSplugin.dll 28.12.2010

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peterJBE
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Posted: 20th Feb 2011 20:37 Edited at: 20th Feb 2011 20:43
@kaedroho
This image corresponts to the second program, where the second created terrain is positioned at 0,0,0.
The camera is positioned just before the terrain.

This problems dissapear if I don´t use:
BT UpdateTerrainCull g_Terrain2ID //Update frustum culling
BT UpdateTerrainLOD g_Terrain2ID //Update LOD
on the second created terrain, but then naturrally my framerate drops.

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peterJBE
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Posted: 20th Feb 2011 21:17
@kaedroho
A screenshot from within a game I am working on.
Also here the problems dissapear if I don´t use on the second terrain:
BT UpdateTerrainCull g_Terrain2ID //Update frustum culling
BT UpdateTerrainLOD g_Terrain2ID //Update LOD

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kaedroho
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Posted: 20th Feb 2011 22:10
Try calling only one of UpdateTerrainCull or UpdateTerrainLOD. This will narrow the problem down to just a few lines of code.

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peterJBE
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Posted: 20th Feb 2011 22:54
@kaedroho
If I call only UpdateTerrainCull it is OK when the camera is far away from the terrain.

When the camera follows the terrain from a close distance there are still problems when I only call UpdateTerrainCull.

When I use only UpdateTerrainLOD big parts of the terrain are not rendered. This is dependent on camera distance.

In my game with the car I have to rem out both commands for a perfect result.
kaedroho
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Posted: 21st Feb 2011 20:29 Edited at: 21st Feb 2011 20:29
TGC will update the installer this week to include the VC++ 2010 runtime which will fix the "MSVCP100.dll missing" error.

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kaedroho
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Posted: 25th Feb 2011 20:15
Some new features added today:

BT UpdateTerrainObjects - If you re position/scale your terrain and your terrain has collision objects. Use this command to reposition your collision objects.

Collision objects automatically update when RTTMS is used.

Smoothing can now have up to 100 levels of smoothing.

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kaedroho
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Posted: 26th Feb 2011 21:29 Edited at: 27th Feb 2011 13:41
Heres how progress is going on the new update:

New functions:
BT MakeTerrainObject TerrainID,LODLevel,ObjectID - This will create an object for a terrain and make each sector as a separate limb. This is for simpler collision.
BT DisableTerrainNormals TerrainID - This will prevent BT from generating normals for a terrain. This will improve load speed and RAM useage and should be used when lighting is precalculated on the texture.
BT EnableAutoRender Enabled - This will make BT automatically draw everything in the sync command without the user needing to use any update/render commands. This is easier but may be slower.
BT UpdateObjects - When you have positioned, scaled or modified your terrain, this function will apply those changes to the collision objects generated with BT MakeSectorObject or BT MakeTerrainObject.

New features:
Ability to set the amount of Smoothing or Reduction to be done on a terrain.
Add Painting functions to Realtime Terrain modification.
Collision objects update when terrain is modified.

Bug fixes:
Fix holes which sometimes appear when using Reduction.
Fix normals bug reported by smass. (not been reproduced yet)
Fix normals bug reported by KISTech.
Fix bug which causes huge terrains to not be able to modify the entire terrain.
Fix crash when terrain with lots of exclusion is modified.
Fix rendering bug reported by PeterJBE. (not been reproduced yet)

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thenerd
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Posted: 26th Feb 2011 22:30
Quote: "Add Painting functions to Realtime Terrain modification."

Is this texture painting? If so, how would that work...

kaedroho
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Posted: 26th Feb 2011 22:32
You will first lock the terrains texture.

Then you will set the colours using SetPointColour. You can also use a brush for fast filling.

You then unlock the texture which applies all the changes.

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thenerd
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Posted: 26th Feb 2011 22:42
Awesome! I've purchased your plugin, and I really can't wait to use it for my editor.

kaedroho
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Posted: 26th Feb 2011 22:46
Thanks

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peterJBE
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Posted: 27th Feb 2011 01:03
This is a small modification of a program I posted earlier in this thread.
I were not able two fix it!

The program uses 2 blitzterrain:
I have problems when the second terrain is rendered using:
BT UpdateTerrainCull g_Terrain2ID
BT UpdateTerrainLOD g_Terrain2ID
All goes well if I don´t use those functions.

This happens independent of the position of the two terrains.
It happens also when I don't render the first terrain.
It does not happen when I don´t build the first terrain.
(once the functions are called the problem is irreversable.
Use y/n to toggle the LOD and cull functions)

Can someone compile this program and tell me what they see on their system
(it uses the media of blitzterrain examples).
If the variable "ter" printed on the display is 2 then the camera is on the second terrain.

Can you post your system specifications (especially if you don´t experience any problems with the code)?

Do I make a mistake setting up the terrains?
Can someone post a demoprogram using two(or more) blitzterrains?

My specifications:
My system DELL
Processor Intel(R) Core(TM) i3 CPU 540 @ 3.07GHz
Memory (RAM) 4.00 GB Graphics NVIDIA GeForce GTX 260
Windows 7 64 bit
dbpro 1.076
blitzterrain commercial version.

BillR
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Posted: 27th Feb 2011 03:54 Edited at: 27th Feb 2011 04:07
I would love some sample code showing a charred crater that would have been created from an exploding tank/artillery shell in real time.
Think of the cool games we could use that for.

I bought BlitzTerrain but I haven't had time to use it yet, but I do have a simple game I could convert that could use this new crater painted demo code.
kaedroho
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Posted: 27th Feb 2011 13:11 Edited at: 27th Feb 2011 13:14
Just uploading a demo which shows Blitzwerks Terrain being blown up with artillary!

Also fixed a bug, which was simply a typo when BT sends the Terrain size to the RTTMS plugin. This caused Terrain modification to stop working properly on terrains with large scales (scale>128).


peterJBE,

You code works fine for me. I still don't know what is causing this, can you upload the executable that doesn't work? I can then see if its the compiler or your PC.

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kaedroho
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Posted: 27th Feb 2011 13:42 Edited at: 24th Mar 2011 13:32
New demo released!

http://forum.thegamecreators.com/?m=forum_view&t=182234&b=1

This shows Terrains being blown up with artillary!




And heres an updated to do list:

New functions:
BT MakeTerrainObject TerrainID,LODLevel,ObjectID - This will create an object for a terrain and make each sector as a separate limb. This is for simpler collision.
BT DisableTerrainNormals TerrainID - This will prevent BT from generating normals for a terrain. This will improve load speed and RAM useage and should be used when lighting is precalculated on the texture.
BT EnableAutoRender Enabled - This will make BT automatically draw everything in the sync command without the user needing to use any update/render commands. This is easier but may be slower.
BT UpdateObjects - When you have positioned, scaled or modified your terrain, this function will apply those changes to the collision objects generated with BT MakeSectorObject or BT MakeTerrainObject.
BT SetAreaHeight TerrainID,X1,Y1,X2,Y2,Height - This sets the height of all the points in an area.

New features:
Ability to set the amount of Smoothing or Reduction to be done on a terrain.
Add Painting functions to Realtime Terrain modification.
Collision objects update when terrain is modified.
Add round flag to GetGroundHeight which makes it get the height of the nearest vertex.

Bug fixes:
Fix holes which sometimes appear when using Reduction.
Fix pinholes which sometimes appear when using Reduction. (different to above)
Fix GetGroundHeight when using Reduction.
Fix normals bug reported by smass. (not been reproduced yet)
Fix normals bug reported by KISTech.
Fix bug which causes huge terrains to not be able to modify the entire terrain.
Fix crash when terrain with lots of exclusion is modified.
Fix BT FlattenTerrain making holes instead of flattening.
Fix crash when deleting terrains.

Should have the update out next month!

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peterJBE
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Posted: 27th Feb 2011 14:59
@kaedroho
When I start the demoprogram from within the dbpro editor, I have the bugs(see screenshots).
When I start it as a standalone program(from windows) it is OK.

Then I started my game(2 Blitsterrain, Darkphysics, DP vehicles,terrain displacement). I have problems within the editor and as standalone program. But when I run it in XP service pack 3 compatibility mode it is OK.

So the problem is as good as solved for me.
I think I have to look at way dbpro is set up on my system.
Thank you for the help and for your plugin(s).

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peterJBE
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Posted: 27th Feb 2011 18:03
@kaedroho
summary: both programs run well both from the dbpro ide and started directly from windows in XP compatibility mode.
Tapewormz
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Posted: 28th Feb 2011 00:26
Do you have a youtube channel with videos of the demos?
kaedroho
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Posted: 1st Mar 2011 22:09
You can find videos of Blitzwerks Terrain on my youtube channel:
http://www.youtube.com/user/kaedroho

The new demos don't have videos.

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kaedroho
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Posted: 3rd Mar 2011 01:19 Edited at: 3rd Mar 2011 01:19
Just added a new function.

BT EnableAutoRender.

This makes BT take over the rendering of all terrains. All rendering will be done inside the sync command.

You shouldn't use this command if your using multiple cameras which are in the same position/rotation as this would make Blitzwerks Terrain update everything over again when it doesn't need to.

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Duffer
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Posted: 4th Mar 2011 00:10
Quote: "Add Painting functions to Realtime Terrain modification."


A must...

Obviously you're working at latest release at mo ... but...

Anything more you can tell us on ideas for Pro version? An even spherical terrain would be a detailed geosphere?

Also ideas on plugins for plants, trees compatible with BlitzTerrain?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Wyldhunt
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Posted: 4th Mar 2011 03:16
Quote: "Also ideas on plugins for plants, trees compatible with BlitzTerrain?"

Is there something that prevents most plants and trees from being compatible with BlitzTerrain right now?
thenerd
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Posted: 4th Mar 2011 03:20
Quote: "Is there something that prevents most plants and trees from being compatible with BlitzTerrain right now?
"

No, but he did mention working on a plugin that would automatically position and manage vegetation on top of Blitzterrain, and provide an easier solution to use...

kaedroho
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Posted: 5th Mar 2011 00:44 Edited at: 5th Mar 2011 00:45
Quote: "Is there something that prevents most plants and trees from being compatible with BlitzTerrain right now? "


Nope, I just had an idea a few months back to expand Blitzwerks Terrain into trees and plants.

[Edit] Yep, what thenerd said!

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Duffer
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Posted: 6th Mar 2011 12:04
@ Kaedroho,

I suspect there's a bleeding obvious solution to this - but was just wondering what would happen let's say if you used the soon to be introduced paint terrain rttms commands to colour up the primary texture on the terrain (let's say reading the height and painting accordingly) and you then wanted to save out that texture as an image file - if the image applied to the texture (which you;d then painted) was altered, would it be as simple as saving out that ID image as an image file? (hope you see what I'm asking!).

It would be good if you could save out alterations to that texture as an image file - this would help in designing and storing new terrain, alterations to colour of terrain etc.?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
kaedroho
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Posted: 6th Mar 2011 13:37
Yep that will be possible. The colouring commands will edit the image which is assigned as the texture. You just do save image with the image id you used for the texture.

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kaedroho
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Posted: 7th Mar 2011 12:47
Fixed another bug which made BT FlattenTerrain make holes (thanks to bruceatk for reporting this). Just 2 more features before the release!

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KISTech
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Posted: 11th Mar 2011 00:55 Edited at: 11th Mar 2011 03:34
Nevermind. It turned out to be a shader issue...

Now the only problem I'm having is getting the seams lined up properly.

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