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Work in Progress / Landscape editor

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Jetmech
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Posted: 1st Jan 2004 20:15 Edited at: 1st Jan 2004 20:30
A PRE ALPHA test version of a landscape editor I'm working on. At this point It just has some bare basics, but its functional enough to play around with. basically you "paint" a heightmap wich in turn updates a matrix wich can then be textured on the fly. There are 3 brush sizes to choose from. three paint modes "normal", "mound" (smooth hills) and "blend"(smooth). also has a seperate smooth button to smooth the entire matrix at once.

texturing is done via the "texture button" wich then takes 5 textures and blends them together based on the matrix height to create a final matrix texture.

holding the space bar and using the mouse (left button forward, right button back) lets you fly around the matrix.

still got a lot of work to get the texturing right, mainly looking for input if you all think Im wasting my time here or not?

http://home.attmil.ne.jp/a/rkaf/jet.zip

Jetmech

Jetmech
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Posted: 2nd Jan 2004 18:12
Ok, mabey a screen shot or 2? something to get some feedback hopefully?





Emperor Baal
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Posted: 2nd Jan 2004 19:49
Is this written in DBC or DBP? Tell me, how did you make the textures blend?


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Jetmech
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Posted: 2nd Jan 2004 21:13 Edited at: 2nd Jan 2004 21:38
its written in DBP
heres a snippet that shows how.... fully commented



Emperor Baal
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Posted: 3rd Jan 2004 00:28
I'm making a editor in DBC (allmost done: http://www.geocities.com/hatesurvivor/DarkWorld.html)

I think I will use blended tiles


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Xanatus
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Posted: 3rd Jan 2004 04:21
the editor is very nice, is there anyway to save the maps and textures ? i think i could use it already at this version

ps. its a realy easy to use editor and could be very useful for many projects, keep working!

Jetmech
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Posted: 3rd Jan 2004 05:11 Edited at: 3rd Jan 2004 05:12
Im sorry, it doesnt at this stage, i will be putting the ability to save and load in for next update tho

ReD_eYe
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Posted: 3rd Jan 2004 11:01
i must say this is very good! has the potential to be much better than geoscape in my opinion just needs a few more options in there:
saving
loading
flatten tool
set height tool
ability to select which textures appear at different heights

its really very cool!!!


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Jetmech
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Posted: 3rd Jan 2004 13:03
Thanks, all that and Much more is planned and or inwork. including water(with waves) - already implemented, convert to object, customizable brushes, ...actually way to many to name even. next version I upload will have all the load, and save features plus some more texture options. (and water he he)

thanks for the feedback!

Xanatus
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Posted: 3rd Jan 2004 13:16
when we can expect the next version, actually in january?

Hamish McHaggis
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Posted: 3rd Jan 2004 13:21
Yeah, very impressive. You need to be able to choose what textures you use, you need to have a tool to choose what resolution matrix you want as well. Definately more sizes of brushes (probably you get to choose the point size). Very good though, keep it up.

Do you bite your thumb at me sir?

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Jetmech
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Posted: 3rd Jan 2004 19:01 Edited at: 3rd Jan 2004 19:02
Xanatus, shooting for mid January , as long as my real job doesnt get in the way to much. this is my only project at the moment so Ill be cranking on it.

Hamish,ReD_eYe thanks for the kind words, all you mentioned will be/is in work /or has been implemented.



ReD_eYe
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Posted: 3rd Jan 2004 20:41
looking good is there an option to set the water level yet hehe i can't wait for this!


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David T
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Posted: 3rd Jan 2004 20:54
This is really, really, really good. I know it's not knew but the texture blending is so... cool

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Formerly David89.
Hamish McHaggis
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Posted: 4th Jan 2004 15:36
You need a picture to show the custom brush size.

Do you bite your thumb at me sir?

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Jetmech
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Posted: 4th Jan 2004 17:25
hamish, it was still inwork when I posted that, I put in a numerical indicator beside the slider, Plus i added a transparent cursor in the paint window that changes to the size of the brush. it helps a lot being able to see what your painting!

ReD_eYe, Yes you can now set the water level, wave height, and wave frequencyand speed.

To do before next release
- finish matrix settings menu ( inwork- allow user to set the matrix width ,length, segment and Max height settings)

- load and save

- user selected textures and and texture settings ( this one scares me lol Im not much of a math wiz and the matrix height combined with the texture height settings plus the fact that they have to be blended and scaled to the 256 shades of gray i have to work with on the height map...then makeing sure their "user proof" may not sound like much but... well Ill give myself all next weekend to tackle that)

future additions,
save landscape as object
more paint tools/brush shapes
all the lighting/world settings/ and other simple stuff that i just havent had the time to get implemented yet
flora
multiple matrices

ReD_eYe
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Posted: 4th Jan 2004 18:43
cool, i can't wait!


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David T
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Posted: 4th Jan 2004 19:57
I was wondering, how high will the texture resolution go?

It look OK from here (ie far away) but if the camera is positioned on the matrix, the texture could look a little blurred.

"Nowadays more and more of our imports are coming from abroad" - George Bush

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Yarbles
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Posted: 4th Jan 2004 20:52
Nice job on the editor! Only complaint is that the texture method is somewhat limiting to a flight sim application because of the low resolution textures when spread over a large landscape (unless you use really high resolution source textures but that can cause performance problems or not work with some video cards). I guess if your video card supports it, you could add a detail map eventually that would fix things somewhat for close in application.

Anyways, keep up the great work.

David T
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Posted: 4th Jan 2004 21:35
What I would do is put a second matrix over, tecture it with a nice bump texture and ghost it.

I think that's the same as detail mapping

"Nowadays more and more of our imports are coming from abroad" - George Bush

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Phaelax
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Posted: 4th Jan 2004 23:49
Very nice.
Jetmech
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Posted: 15th Jan 2004 16:00 Edited at: 15th Jan 2004 23:05
OK, heres installment 2 of JetScape Terrain editor with a whole slew of additions and improvements
1. matrix options
a)set matrix width and length
b)set max height - aslo functions as a flatten matrix and clear matrix slider (when set to "0")
2. Water options
a.) water level,wave height, wave speed, and normal strength sliders
3. custom brush size tool, user not limited to 3 brush sizes
4. texture range controls- alows you to set the high and low ranges(altitudes) at wich textures appear - these controls produce some Very different results without changing the contour of your landscape. There are currently 4 textures applied to each landscape, snow, rock, grass, and dirt from top to bottom in that order. the range for the base texture "Dirt", is not editable as it is needed in certain cases and messing with its range can produce extremely undesirable results. however the other three are fair game.

Notes. saving and loading of terrains is partially enabled, save will produce 3 files, heightmap.bmp, texture.bmp, and loader.jet, the first 2 are what they say they are, a heightmap, and a texture of your landscape. the third is used by the program to load in a previously saved terrain.

tell me what kind of format you'd prefer for full save features and ill have it in next update

also Textures are kept in an external folder now, so you can at least rename your own textures and replace the default ones until I get user texture loading finished.

let me know what ya think!
edit: sorry ... darn caps! should work now




http://home.attmil.ne.jp/a/rkaf/Jet.zip

Hamish McHaggis
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Posted: 15th Jan 2004 18:24
The link isn't working .

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ReD_eYe
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Posted: 15th Jan 2004 20:19
aahhh, make it work! make it wooorrrk!! i wanna try this out!!!


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Xanatus
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Posted: 15th Jan 2004 21:03
thanks man, i think this is the best terrain editor ever and its for free... but it doesnt work yet... come on... i want try it

Jetmech
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Posted: 15th Jan 2004 23:07 Edited at: 15th Jan 2004 23:14
Sorry all, .... darn capital letters!


links working now

forgot to mention in last post, the number displayed in max height is a multiple of 256 i.e. max height of 5 is actually (5x256).

the texture range sliders represent a percentage value of the entire height scale.

http://home.attmil.ne.jp/a/rkaf/Jet.zip

Airtent
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Posted: 16th Jan 2004 08:50
Did you make that water effect/system or did you make it from a few code snips? That's something I've been looking to do for an idea I have. Just wondering if you could share the source for the water or direct me to where you got it from.
Zeal
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Posted: 16th Jan 2004 13:09
Really nice, bravo Jetmech. Just curious about the texture detail... Seems like the texture would be a bit blury for any game where youre down close to the matrix itself. What exactly is 'detail mapping'? I think I understand David T's suggestion, let me see if I got it right...

Make a second matrix with a high res 'detail' texture (noise im assuming?). Match the coords to that of the first matrix, position it slightly higher, and ghost it. However this would take up a lot of memory for the matrix and the large texture itself, so I imagine it might be better to - Make a smaller 'detail' matrix, and just move it underneath the player as he moves around the area. Do I have it about right? Any other/better ways to do it?

If you could just find a good way to give the texture some detail, this would be an even more amazing tool.

All you need is zeal
Jetmech
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Posted: 16th Jan 2004 14:14 Edited at: 16th Jan 2004 14:18
Thanks Zeal, Im working on some methods to get a much more detailed matrix, ive had some limited success but it will require some major changes to the way the textures are blended, so im proceding on with the developement of "Jetscape" and will hopefully impliment that in a future release.

@ airtent - its basically the code used for the "matrix showcase" in the help file with a water textured matrix... no secrets there! but let me know if you still need it and Ill pull a snippet out of it.

doffer
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Posted: 16th Jan 2004 16:02
Its amiazing.

But i was thinking. Does it not save the matrix, ore can you make that in dbc using the height map.

Denmark Denmark Denmark.
Xanatus
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Posted: 16th Jan 2004 16:38
Jetmesh, whats about an import script for dbp ?

ReD_eYe
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Posted: 16th Jan 2004 18:27
very nice work mate!!!


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Jetmech
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Posted: 17th Jan 2004 02:38
@ Doffer - yes you can make a matrix from a heightmap fairly easy, there are several examples in the codebase. however like i said in an earlier post, im implementing full save features that will include a function to include in your own programs.

@ Xanatus interesting, will look into it

thanks for you comments everyone!

UnderLord
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Posted: 17th Jan 2004 03:21
Is this gonna be a free program? or shareware?
Represent
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Posted: 17th Jan 2004 03:36
Well he is letting us download it or at least a demo. So I am hoping freeware because I like it alot.
UnderLord
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Posted: 17th Jan 2004 03:53
Yes it is very nice if he makes it shareware maybe he can make a freeware one with 2 or 3 missing options but then again if it is freeware this program might inspire people to come to DBP instead of blitz or some other programming language (Bigger community = Better people = better games = more programs by experienced coders = FUN!)
Xanatus
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Posted: 17th Jan 2004 04:25
Underlord, its very easy to include heightmaps using bb3d

Jetmech
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Posted: 17th Jan 2004 04:46
completely free

Xanatus
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Posted: 17th Jan 2004 05:22
hi jetmech, i tried to write my own importer but i cant import the texture as smooth as in your editor. heres my importer:



Zeal
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Posted: 17th Jan 2004 05:36
Jetmech please share your ideas for how to get more detail out of the texture. Are you using any of the methods I listed (second matrix, ghosted with noise)? Im really curious how this is done. If I can the detail problem solved I know ill be using this system for my projects.

All you need is zeal
Airtent
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Posted: 17th Jan 2004 07:50
If you could post the code for the water effects and the user input to change the waves, that would be great.
Jetmech
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Posted: 17th Jan 2004 11:15
ok, sorry xanatus i thought you were looking for an importer "into" Jetscape.

try this, next release ill add the water in also



Jetmech
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Posted: 17th Jan 2004 11:17 Edited at: 17th Jan 2004 11:20
edit - sorry double post

Xanatus
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Posted: 17th Jan 2004 15:49
thanks, now it works fine

Benjamin
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Posted: 22nd Jan 2004 18:37
Wow that program is cool! Keep going with it man

Benjamin R Wharton
Benjamin
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Posted: 23rd Jan 2004 19:08

This really has potential. Maybe that editing square should be 2x the size and it should show grey faster than it does(for lower heights). Other than at it is great so far.

Benjamin R Wharton
AnDrEy
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Posted: 26th Jan 2004 13:36
Could you put the file anywhere else?
I their quest against porn my provider Omantel (the only one in the country blocked the site)
s###
Could you please put it anywhere else?
Benjamin
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Posted: 26th Jan 2004 18:36
http://www.excaver.com/jet.zip

Benjamin R Wharton
OutLand
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Posted: 30th Jan 2004 21:18
Nice program.
I realy like using height maps and have tryied
to make a heightmap creator I cant make the brush tool like
you have. I am wondering whether you could realese the code for a brush tool.
Thankyou
Jetmech
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Posted: 2nd Feb 2004 02:31
just wanted to let everyone know, I had a catastrophic hard drive failure. luckily i backed up most of my files on my laptop. however this combined with the fact that in less than a month Ill be moving to an assignment back home in the states, updates are going to be sketchy for a while.

I am still very much involved with this project though and will try to get the next update out before i leave.

for all those who would like code snippets, yes i will provide them, however please have patience, my first priority is gettng my desktop back up and running!

thanks

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