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DarkBASIC Discussion / Milkshape terrain generator

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Major Payn
21
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Joined: 16th Dec 2003
Location: United States of America
Posted: 29th Dec 2003 02:42
Has any1 tried the milkshape terrain generator tool. I installed the demo of milkshape and find the terrain editor interesting. It lets you make and manipulate the terrain like a matrix. Milkshape lets you save it as direct x format so can you import terrain into DBC and use it as a level. Just wondering.

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JoelJ
21
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Joined: 8th Sep 2003
Location: UTAH
Posted: 29th Dec 2003 03:36
i'v never seen that...now MS wont even open for me...

Northern Fist
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Joined: 23rd Sep 2003
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Posted: 29th Dec 2003 04:12
Yes it does. However, milkshape requires you to have a heightmap to do so. This is basically a grayscale image that constitues an overhead of the terrain in dark or white pixels - the brighter the pixel, the higher the vertex. Milkshape is an awesome program - you should buy it.

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John H
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 29th Dec 2003 06:28
I do things the other way around Make a matrix in matedit, load it into DBP, make a heightmap out of it (using a bit of pixel code) then load that image into MS3D and then make the matrix a bit higher poly to look nicer, and apply a Decal Y Axis Mapping texture to it

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waffle
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Joined: 9th Sep 2002
Location: Western USA
Posted: 29th Dec 2003 14:49
Try saying that again in english

sounds like you have done a few custom tools there.

Decal Y axis Texture?

By this, do you mean combine say 3 texture into 1 file
and use the Texture Coordinate tool from MS3D
to apply it to the entire map object?

And, for your own heightmap function, do you also create your own
array from the original matrix, or do you read each vertex height
or just check for collision with the new map object?

Clever idea reguardless and would use fewer resources than a matrix.

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John H
Retired Moderator
22
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 29th Dec 2003 17:27
Heres the steps

1) Make the matrix basic shape in matedit

2) Load it into DBP, and Moggie100 helped me with some pixel code that draws all the heights based on a 255 scale. It draws a dot where each tile is on a scale from 0 to 255.

3) I load that into Milkshape, add in a few polies so the hills are nice and rounded, and adjust anywhere that looks funny.

4) Load that into LithUnwrap and apply a Decal Mapping on the Y axis. This means apply a mapping as if the camera was facing down on the matrix.

5) Load that image it generates into Paintshop Pro, and texture it.

Voila! Nice smooth matrix!

I am working on furthering tbe process by loading in all the objects into Milkshape, positioning them all, and applying all their textures in Milkshape. Then export that into DBP, and having all the textures in the same directory so it autotextures itself. Then I plan on using the Nuclear Glory Collision DLL.

I think that should work, my only worry is keyframes...

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