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Program Announcements / MULTISCAPE Landscape Editor - Released

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FANG_
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Posted: 24th May 2004 20:16 Edited at: 24th May 2004 20:18
Wanted to give an example but it messed up, have to write it as source but cant add source with edit. Sry for double post.
eat much pie
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Posted: 24th May 2004 22:22
You said in the tutorial not to half fade a bit of a layer, as this would prove to be processor intensive, but I reckon I have a solution to this.

When you save the level, Multiscape should take all the alpha and texture data and makes a new texture that is a mixture between, for example, the mud and the grass images. You then only need to load one image that doesn't need to have the alpha set, meaning far less processor time is required.

Does that make any sense?

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Peter H
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Posted: 24th May 2004 22:32
but it would be a really big texture....right?


Formerly known as "DarkWing Duck"
Hamish McHaggis
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Posted: 25th May 2004 13:21
It'd either be a really big texture (which is stupid), or lots of little textures, which would probably be more processor intensive.

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Sarox
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Posted: 30th May 2004 04:04
I think you shuold make it support bigger maps and put water in as an optional fiture so a person can tell where they need to put a shore line.

Im the imaginary voice in the back of your head.
Hamish McHaggis
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Posted: 30th May 2004 14:51 Edited at: 3rd Jun 2004 16:39
I will not be updating Multiscape until the new terrain system comes out and I have adapted it for that. That will fix the problem of bigger maps. I will also add water, and all the other stuff people have been wanting (object placer etc.). I will try and keep it as similar to how it is now, but depending on how different the terrain system is, I will probably make a few changes. The basic click on terrain to edit idea will be the same though . I will also have an import function for old Multiscape landscapes, so that people don't lose what they have worked on so far .

EDIT

Forget the not updating, V1.1 is below!

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ReD_eYe
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Posted: 31st May 2004 23:55 Edited at: 1st Jun 2004 11:20
---edited for stupidity---

Hamish McHaggis
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Posted: 2nd Jun 2004 02:52 Edited at: 2nd Jun 2004 02:53
Dang, I wanted to see that stupidity .
Was it useful stupidity?

Athelon XP 1600+/Radeon 9600 Pro/256 RAM
Hamish McHaggis
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Posted: 3rd Jun 2004 15:24
V1.1 Now Released. Here is a list of additions/fixes:



The DB Place



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Sarox
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Posted: 3rd Jun 2004 18:39
lol i read the post 5 minutes after you put out the new update.

Im the imaginary voice in the back of your head.
TheAbomb12
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Location: Amist the blue skies...
Posted: 3rd Jun 2004 19:24 Edited at: 3rd Jun 2004 19:48
where is the version 1.1 link? Can't find it on your site

edit:

found it

Amist the Blue Skies...
Hamish McHaggis
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Posted: 4th Jun 2004 23:31
I need some feedback...

1. Do landscapes up to 200x200 create properly for you?
2. Can you load the exported .x object into anything. I'm looking to see especially if the vertex alpha imports properly into anything. So far I've had no luck.

Athelon XP 1600+/Radeon 9600 Pro/256 RAM
Yyrd
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Location: Under some bridge
Posted: 9th Jun 2004 07:45
How about a mirror map option so we can make more then one map and have them fit to each other via db.

also when i tryed to make the max size it came to a slow, well , a slow nothin, about one click for 1 minute.....
3000 athlon barton w/ ti4200..
with mirrior we cuold use small maps and have less loaded in memmory at time.
Hamish McHaggis
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Posted: 9th Jun 2004 18:22
Could you not do the mirror map thing by negative scaling in DBPro?

The speed is a DBPro/your system issue, not a multiscape issue.

I've tried smaller maps, the problem is the rendering, which is not be solved by splitting maps. Sorry.

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Yyrd
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Posted: 14th Jun 2004 04:05
well my point of mirroring is it will give you the texture edge of the map to fit. so you can work on a new map with the edges fitten. nobody want a true mirror. just macthed edges..
ZomBfied
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Posted: 15th Jun 2004 21:56
You rock dude.
Complex
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Posted: 3rd Jul 2004 07:12
Great program Hamish - Five out of five kiwis

I've had no luck on getting vertex alpha working on x export either...that's the only gripe I have on this program.

Cheers
CompleXity

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Hamish McHaggis
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Posted: 6th Jul 2004 00:15
Sorry about the vertex alpha, but as far as I can see, I am exporting vertex alpha properly! If someone wants to come up and suggest how to get it working by all means do. I have looked at the .x file format specs again and again, and it seems that I am doing everything correctly. Alpha is part of the colour component of the vertexes (RGBA), so I don't see why RGB should be exporting properly and A isn't?!? I just want a save object command in DB, that should solve all the problems.

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eat much pie
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Posted: 7th Jul 2004 06:18
Is it just me, or does v1.1 seem slower than v1 ? In v1, I can click and drag and see the landscape change in real-time. However, in v1.1, if I click and drag over the landscape, it just freezes until I let go of the mouse. Is this just me?

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Hamish McHaggis
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Posted: 7th Jul 2004 07:33
The normals only update when you release the mouse to speed up the editing. If you change to wireframe mode you can see changes better. I havent made any changes to the editing bit of the code at all for 1.1.

Athelon XP 1600+/Radeon 9600 Pro/256 RAM
eat much pie
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Posted: 8th Jul 2004 07:01
@ Hamish

Do you use "intersect object" or "pick object" or other commands like it? If so, try using this dll that sparky made. Far faster.

http://forum.thegamecreators.com/?m=forum_view&t=31051&b=5

every little helps

Checkpoint Router: my very own AI routing program: http://www.angelfire.com/theforce/eatmuchpie
BearCDPOLD
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Location: AZ,USA
Posted: 8th Jul 2004 12:16
Hey,
I use a heightmap editor for most of my terrains, but I have found your terrain editor to be the only solution for my texturing and .x-exporting needs. What exactly do you need to do to use the heightmap importer?

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html
Hamish McHaggis
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Posted: 8th Jul 2004 18:30
Eat Much Pie - I tested that plugin, and it's only a tiny bit faster, and anyway, I don't think it does pick object . I am using pick object but that is nothing compared the change mesh command. That's what it slowing everything down.

Bear Crazy - Put it into the plugins folder and run it from within multiscape. Should work, but bear in mind I didn't make it. If it doesn't work how you want, you can make your own "plugins" very easily.

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BearCDPOLD
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Posted: 9th Jul 2004 15:44
Who did write the plugin? It keeps throwing up an error saying it's missing a dll. Oh well. Your plugin system is awesome, I'm going to be experimenting.

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html
eat much pie
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Posted: 9th Jul 2004 16:05 Edited at: 9th Jul 2004 16:05
@ Bear Crazy

The collision dll was written by Paul Johnston (aka. sparky). You need to make sure that the dll is in the same directory as your executable.

If you want to use his dll in a commercial game/app, then you need to put his name in the credits.

(P.S. Look at my new site! Link in my sig)

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BearCDPOLD
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Posted: 10th Jul 2004 01:31
Thanks for the tip EMP

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aks74u
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Posted: 12th Jul 2004 13:15 Edited at: 12th Jul 2004 13:19
I can't see the landscape when i make it 200x200 and there is a bigg delay in when i click to make a mound and when it pops up, but other then that




eatmuchpie your dowload link on your ite doesn't work...

Over And Out.
aArON ProSeries Soft
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Posted: 12th Jul 2004 15:02
Cant access the hompage for Multiscape...it seems that dbforums.co.uk dns has problems
eat much pie
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Posted: 12th Jul 2004 16:52 Edited at: 14th Jul 2004 02:09
@ aks74u

I'm just making a new version of the program. It should be up by the end of the day! (with the updated hyperlink)

Cheers for the heads up

[edit] new version is up and running!

Checkpoint Router: my very own AI routing program: http://eatmuchpie.dbspot.com
eat much pie
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Posted: 14th Jul 2004 02:11
I'm sorry if this has already been asked, but could you put a heightmap exporter into the next version of Multiscape?

Seeing how the new terrain commands would improve optimisation, it would be nice to have the option to use them with Multiscape.

Checkpoint Router: my very own AI routing program: http://eatmuchpie.dbspot.com
Hamish McHaggis
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Posted: 15th Jul 2004 04:42
I am hoping to make Multiscape 2.0 (if I make it) fully dependent on the new terrain commands . But I need to think how I'm gonna do it exactly, as the new terrain system is very different from the way Multiscape does it at the moment. I would have to make it to actually paint a texture rather than blend several existing textures together.

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Oneka
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Posted: 15th Jul 2004 10:10
>_< multiscape looks great but when I run it the Screen showing the matrix is all jumping up and down making it how to see stuff is there a way to fix?


Making better games everday!
DMXtra
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Posted: 15th Jul 2004 18:20
Hamish,

You can blend textures together in the Terrain Plus. Not only that but you can blend them together with the upcoming commands for multitexturing.

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Hamish McHaggis
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Posted: 15th Jul 2004 20:21
Oneka - No one's ever had that problem :S. I don't know a fix.

DMXtra - Cool, so the method of texturing changes completely?

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Oneka
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Posted: 16th Jul 2004 02:51
>_< then I cant use multiscape......that sux cuz it looks good >_< but it makes my eyes hurt do you think its my resolution? >_<


Making better games everday!
Benjamin
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Posted: 16th Jul 2004 22:00
Well your eyes WILL hurt if you keep doing that face

gothboy 101
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Posted: 23rd Jul 2004 04:49
is it better than Geoscape3d?

Chaos Games
Hamish McHaggis
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Posted: 23rd Jul 2004 05:56
Sigh... .

Download it and try for yourself.

Isn't it? Wasn't it? Marvellous!
Oneka
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Posted: 23rd Jul 2004 10:27
>_< I wanna use multiscape but it doesnt work for meh the window screen keeps jumping up and down...is it my resolution,refresh rate,color,depth >_<


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
BearCDPOLD
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Posted: 23rd Jul 2004 13:08
..........(*whispers to Oneka Production*)<yes>...................................

Crazy Donut Productions, Current Project: KillZone
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Oneka
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Posted: 24th Jul 2004 04:58



Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Oneka
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Posted: 24th Jul 2004 05:04
did it all I just think MS doesnt like me >_<


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
BearCDPOLD
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Posted: 24th Jul 2004 15:49
Quote: "..........(*whispers to Oneka Production*)<yes>..................................."


My bad my bad. That was in response to

Quote: " is it better than Geoscape3d?"


Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!
Northern Lights
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Posted: 26th Jul 2004 12:17
your site appears to be hacked.

Watson you idiot!
Oneka
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Posted: 26th Jul 2004 12:28
ROFL xD *stops laughing and checks his...*


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Dgamer
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Posted: 29th Jul 2004 06:59 Edited at: 29th Jul 2004 10:00
From the message, It seemed like you got 'Owned' by '1337 h4x0rs' that hate Israel.

Hope you get it up again soon,I could use this prog.

This sig has been dullified!
Carlitos
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Posted: 29th Jul 2004 07:49
dude, something is wrong with your sight, its actually kinda scary!!!



BearCDPOLD
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Posted: 29th Jul 2004 17:17
stupid hackers
They should all burn.

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Sony stole our name!
Powersoft
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Posted: 30th Jul 2004 04:18
its the whole site dbforums which has been hacked


Create or Play? You choose!
Dgamer
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Posted: 30th Jul 2004 04:35
Not all of it. Just fles with the .* extension

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