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Work in Progress / Strata Works

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John H
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Posted: 23rd Apr 2005 07:35
Wendigo did you ever get the response email I sent to you?

Lookin great


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Peter H
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Posted: 23rd Apr 2005 07:49
I got this error (i installed .net framework 1.1 and directX 9.0c)

Quote: "This application has failed to start because d3dx9_24.dll was not found."



"We make the worst games in the universe."

The Wendigo
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Posted: 23rd Apr 2005 10:13 Edited at: 23rd Apr 2005 10:22
Peter, what resolution are you running in. I'm not entirely sure about this, but it almost sounds like d3dx_24.dll is a 24-bit display mode. Strata Works only supports 32-bit. Try setting your desktop resolution higher. If that doesn't help, I'm not sure what to do, but I'll look into it. [Edit] Have you downloaded the absolute latest Direct X version? The reason I ask is because the only Direct X used is used through DBPro. If you are using the latest DBP 5.8 and are having no problems, then something wierd is going on. Let me know if that helps.

Oops! Some of you guys got an extra bonus in there. I forgot to disable projected shadows! Not too big a deal since you can't save anything yet, but I have just now disabled and re-uploaded. You can NO LONGER do projected shadows in this release.


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Peter H
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Posted: 25th Apr 2005 10:03 Edited at: 25th Apr 2005 10:04
heh yeah i had just downloaded directx from the site before i ran the program...

i'll go try and set my display different though...

"We make the worst games in the universe."

The Wendigo
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Posted: 26th Apr 2005 12:56
I got the help file up! It's online only, so i suggest right clicking and "Save Target As" this link: http://www.wendigosoft.com/swnet_lite/help.html.

If anyone else is having problems with Strata Works, let me know.


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The Wendigo
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Posted: 1st May 2005 09:45 Edited at: 1st May 2005 15:35
Okay folks, I figured out the problems with the Height Editor. If you've tried installing this and got an error when trying to run it, it's because of a corrupt DBP installation or a botched DirectX. I'm going to mess with both and see what happens. For some reason, I'm not affected which makes me think it's actally a directX problem and not a Dark BASIC problem. That's why I never saw a problem. Hopefully I'll have a patch up soon that will fix both the HeightEditor and the Pretest (which I'm not even sure is affected). I'll post a link once I have a patch. I've been working with ZKAT on this problem, so I may not be able to post until I get into contact with him again which could be by the end of the day or several days from now depending. I'll see what I can do, though.

Patch released
http://www.wendigosoft.com/swnet_lite/sw_patch_alp01.zip
If you have not already downloaded Strata Works ALP then please download this patch after downloading Strata Works ALP. To install this patch, simply extract it in your Strata Works ALP folder (ex. C:StrataWorksALP). The patch will prompt to overwrite some files. Click "Yes" when prompted.
Known Bugs: Apparently, on some machines, you can't see the terrain in the terrain editor. Dunno why that is, but if you are having those problems, let me know. Tell me what video card you have, how much RAM, CPU and manufacturer (ie AMD or Intel). Still looking into this.


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jrowe
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Posted: 1st May 2005 23:40
Wendigo, downloading Update 5.8 Public build (link at top of page), installing that and recompiling should fix the problems on computers without the d3dx9_24.dll. The problem was the beta (even the one labelled "final build" or whatever it was) relied on a DLL from the DXSDK which most people don't have, this was fixed for final release.


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The Wendigo
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Posted: 3rd May 2005 14:06
Yeah I figured that out. Did you test with the SW ALP patch? I've got two confirmed reports that the patch fixed the problem.


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ALPHA ZERO PRODUCTIONS
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Posted: 9th May 2005 08:31
hey wendigo when is beta testing starting ?

remember that i was a beta tester before you had to remake strata.

The Wendigo
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Posted: 11th May 2005 07:41
No clue when beta testing will begin. I've got a few things in Strata Works that I'm not entirely sure how to re-do. On top of that, there are a few features I'd like to change. So I'm riding blind for a little bit. I plan on major development of Strata Works throughout the summer time. Right now, things are going really slowly, mainly because of college. I'll keep my eyes out for you and others that want to Beta test when it is ready for that stage, but remember, at the beta stage the program is essentially done. It just needs thorough testing (and ultimately breaking) to make sure it is solid. It could take a while.


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The Wendigo
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Posted: 20th May 2005 16:38
I'm on IRC! Well, I've been on IRC, but now there's a new channel. Connect to beer.darkbasicnet.info or peter.darkbasicnet.info and join #wendigosoft for technical questions about my released projects. Please do not ask questions about the new Strata Works' features. I'm very much will to sort out technical problems, but future features I'm not at liberty to talk about (I keep it underwraps for myself ). I don't want to say what will and what won't be in the new Strata Works for fear that I may have to remove certain features which will not work out. So I can't go into details. Anything else, or just general chat, is welcome! Also check out #darkbasic and #coding!


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The Wendigo
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Posted: 23rd May 2005 10:18 Edited at: 23rd May 2005 10:20
Bad news guys, I'm sorry to say that I'm going to at least temporarily take out the height editor and replace it with a 2D editor. I'm just haveing way too much problems with the current setup. The biggest problem I'm having is real-time framerate. I want Strata Works to run as fast as possible while still supporting very large maps for edition. The finaly product should support at least 4096x4096 sized maps. I do hope to appease the situation with pseud-3D height editing, but this is still being thought through. As for now, the next version will be released with a height editor similar to the original Strata Work's height editor.


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foleypro
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Posted: 4th Jun 2005 00:32
Well this looks like a Great Utility...

I can Betatest for use in 3D applications if you want...

I use several that can use a Height Map...

Max3.1,MayaPLE,Truespace6.6,Bryce5.5,Poser5,Unreal Editor...

As Always B3D
foleypro
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Posted: 4th Jun 2005 00:37
This does look very Promiseing...

As Always B3D
The Wendigo
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Posted: 9th Jun 2005 16:30 Edited at: 10th Jun 2005 11:34
It has been quite the while since my last post. This is an update post to let you know, I'm not dead yet. Thanks for the critique, foley. To appease you guys I've decided to post some new shots. the "step" shots will keep getting updated as the editor evolves. It might be hard to see what's going on as the shots are a bit crunched down, but I hope the new editor works faster. It really has streamlined the workload for me while testing Strata Works. Without further ado:

http://www.wendigosoft.com/sw_pics/sw4.jpg
http://www.wendigosoft.com/sw_pics/sw5.jpg
http://www.wendigosoft.com/sw_pics/sw6.jpg
http://www.wendigosoft.com/sw_pics/sw7.jpg

http://www.wendigosoft.com/sw_pics/step1.jpg
http://www.wendigosoft.com/sw_pics/step2.jpg
http://www.wendigosoft.com/sw_pics/step3.jpg
http://www.wendigosoft.com/sw_pics/step4.jpg
http://www.wendigosoft.com/sw_pics/step5.jpg

Updates
The editor has been changed a bit. If you downloaded the ALP, you will notice a new control. It's a custom control I made called the "multi-control". It simply holds a series of labeled controls that you can scroll through and organizes them neatly. This makes the work load a lot faster, I've found, not only in when using Strata Works, but also for me when building Strata Works. I don't have to deal with the layouts.
A new draw style has been introduced: Shaded Detail. This style works very similarly to the Overlay style except it uses the current ambient light color to shade with. The result is a much more realalistic detail terrain in certain situations. Also under test is a haze effect for the entire topography image.
The height editor is going well. It's now 2D I think I mentioned earlier. I'm just having to many problems with a 3D system. It works similarly to the old Strata Works height editor but has a ton of bug squashes. It works much more how I originally envisioned it to.
Everything else is still being worked through. I'm still not 100% sure how I want saving and loading to work, but I hope to have that done by next week. I also hope to have the mask layers up by the end of the month. New features get introduced to the Strata Works frequently, so those time frames aren't set in stone. Keep checking back and I'll work on getting the next alpha up (or possibly the first beta!).

[Edit]
The strata draw method has changed! It's now a modifier (a modifier being anything that manipulates the pixels beneathe that layer). Just like the overlay method, it multiplies pixels now instead of drawing full opacity. Why did I change it this way? With two layers (a default and strata method) you can now have well detailed rock formation that blend much more realalistically. It also means you can mix and match layers to get all sorts of different strata-rock looks!

1 base texture, 1 strata texture
http://www.wendigosoft.com/sw_pics/strata1.jpg
same base different strata
http://www.wendigosoft.com/sw_pics/strata2.jpg
same strata as first one, different base
http://www.wendigosoft.com/sw_pics/strata3.jpg


Strata Works Tidbit
A large amount of the textures used for the Default drawstyle I actually took from my backyard. I've got all manner of dirt, rocks, grass, and even a little snow! The snow textures is a story for another tidbit


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Peter H
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Posted: 9th Jun 2005 22:07
Looking good!

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The Wendigo
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Posted: 11th Jun 2005 08:22 Edited at: 11th Jun 2005 08:22
Wow, I just read through most of my posts. I got to stop writing them at 2:00am. My gramatics and spelling are horrible! Well, my spelling is always bad, but I know the difference between 'to' and 'too'.


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David T
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Posted: 13th Jun 2005 04:54
Looks nice, but how hi res are the generated textures in those pics you posted?

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
ALPHA ZERO PRODUCTIONS
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Posted: 14th Jun 2005 17:35
i like those pics.....when is the latest beta coming out ? don't forget that i was a beta tester for the first version of strata

Mitchell
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Posted: 20th Jun 2005 05:00
As am I I really like the progress you've been making!

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The Wendigo
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Posted: 24th Jun 2005 08:31
Thanks! David T, I believe those are rendered at 512x512 (which is the maximum resolution for the Lite version). I'm trying (with a tooth and nail fight) to get it to render up to 4096x4096. I feel that leaders in the professional game industry are starting to really look towards bigger maps, so I am desperately trying to meet that need.

As far as the beta testers go, there still isn't a beta yet. It's still an Alpha. I do plan on uploading a new Alpha soon enough though, but again, remember it is an ALPHA and not a Beta so it is still very buggy and not all the features are there. I'm adding some new features. One of them is already done, I just have to import it into SW. That feature is normal mapping: you will be able to take your height map and make a normal image from it for bump mapping. You'll probably be able to play with it in the Lite, but you won't be able to export Normal maps. In the full version you will, though. The other feature is decals. This hasn't even been started yet, but doesn't seem that difficult of a task. This feature will allow you to place roads, dried up streams, or anything else that is just too clumsy or not very convincing in the topography editor.

Lately, I've been tweaking the projected shadow engine. You guys haven't seen that yet (except in stills), and I may include a demo of projected shadows in the Lite version. There's going to be a bit of an overhaul with shading that I hope makes it more realalistic. I've also rebuilt the resizing algorithm (which was lacking). It's bilinear so resizing should blend really nicely.


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ALPHA ZERO PRODUCTIONS
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Posted: 24th Jun 2005 09:04
ok

David T
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Posted: 24th Jun 2005 17:34 Edited at: 29th Jun 2005 20:45
Quote: "Thanks! David T, I believe those are rendered at 512x512 (which is the maximum resolution for the Lite version). I'm trying (with a tooth and nail fight) to get it to render up to 4096x4096. I feel that leaders in the professional game industry are starting to really look towards bigger maps, so I am desperately trying to meet that need. "


Hope you get there - the texture there at the moment looks nice from far away but a bit blurry up close

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
The Wendigo
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Posted: 28th Jun 2005 20:01
Very true. It's the nature of the ATE. One way to kinda get around this is to scale out your detial map. Then it won't look quite so noticeable.

Well, I may have a client for another job. So now I'm split on this SW and a program for writers. I'm hoping this other job (as it seems) will not take a lot of my time, but just to let you know, there is yet another small set back. I'm putting as much attention as I can muster on SW though, so don't worry!


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Ian T
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Posted: 1st Jul 2005 02:52
This looks quite fantastic Wendigo, you've been making amazing progress . Hope the other job goes well for you.

If I looking for blog
The Wendigo
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Posted: 11th Jul 2005 11:25
Oh goody! I've done some work on SW. Due to some issues, I decided (reluctantly) to rewrite the entire graphics library from scratch. Ack! Well, it's done . The first library was horribly written and utilized too many classes that I had written which weren't easily compatible with the .NET Bitmap and Color classes. That has changed and SW seems to run "cleaner" (would be the best way to describe it).
Also, I went through my "Textures" folder and decided to do away with a bunch of cruddy textures and have replaced them with tried-and-true better textures. I've been playing with them, and even though I don't have a screen shot, a lot of these new textures have a variety of different types of ground in them (so trust me for now ). For instance, one of them has a dirt ground surrounded by yellow brush while another has a bit of a soil surrounded by green grass. The textures are real-world photographs so not only do they look nice in SW, but they look natural!
I've also started some True Space renderings of GUI icons, so finally there will be less text and more icons in SW to make the GUI look a bit less intimidating. I also plan on adding Tooltip text to each control incase something looks confusing.

Strata Works Tidbit
You may or may not have noticed some of the renderings posted earlier, but one of them was of a snowy peak. Well, the texture for the snow I actually got from my own back yard. This doesn't seem like a very big deal at first until you realise that it hadn't snowed here like that in over 20 years! It actually snowed so bad we had some major tree damage. Quite a blessing as I was able to get an authentic snow texture!


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The Wendigo
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Posted: 15th Jul 2005 06:23 Edited at: 15th Jul 2005 11:48
Well the community seems a bit at a loss of words lately . I really wish I could get you guys a screen shot of how things are looking, but a bunch of seams in the pretest are preventing me from doing that. Moreover, I'm getting much closer to releasing the next preview. This preview will actually be a BETA!

Layers
Layers have a new addition (well an old addition reimplemented)! I've rebuilt the Layer Masks. This means you can effect where a layer will be painted to by using the mask painter tools. They will work very much like the height editor and have found are very easy to use. The downside is if the height editor needs resizing, so does each and every layer mask so map resize is a bit slower. They also don't paint quite as fast as the heightmap brushes do.

Height
I've also found that the heightmap stretches a little funny with the current bilinear stretching algorithm. I don't think it's a glitch in the algorithm itself, but just a fact that terrains weren't built to be stretched with it. I'm going to be trying my hand on a cosine-bilinear algorithm which should round out the hills a tad after stretch. I'll probably have a choice for the user to select which algorithm they wish to resize with. That gives me a great idea! A universal choice box that can be re-useable.

Undo
A first ever in Strata Works, I plan on adding at least 4 levels of user Undo which can be found in the edit menu and by hitting Ctrl+Z. This will only work for drawing-based commands (such as height editing or layer mask editing). If you create a layer or change a light value, you will just have to delete it manually or remember where it was last.

The above two items are what I plan on fixing today, and given time, I also hope to see what I can do to resolve the seams in the Pretest so I can get you guys some screen shots!

Also on the platter is saving and loading projects. I've waited till the very end to enable saving and loading because I wasn't sure what features would be final and how those would be finalized. Now that the data is pretty much setup permenantly, I can think about a file format. By the time the BETA comes out, all of the above, including saving and loading, should be implemented (otherwise it's just another Alpha).

[Edit]
Well, the Undo system is in, but the cosine resizing looks like a failure. I probably shouldn't have trusted the site I used. I imagine it would look nice if i didn't jump from 32x32 to 512x512, but since that failed, I see no point in including it. Bilinear still works ok, though.


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The Wendigo
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Posted: 20th Jul 2005 08:43 Edited at: 20th Jul 2005 08:48
You guys have got to be sick of me adding pictures and not giving any demos . Well, things will hopefully change in the future. For now, I got a picture of the new Finalizer (formerly known as the Pretest).

Finalizer (Formerly Pretest)
I've decided to expand on the original idea of the Pretest and actually allow you to place objects and otherwise entities which can be defined in a template file. When you are all done, you can export the list of entities into an easily parsable text file for your game. The templates are very sophisticated considering I wrote the template interpretter in DarkBASIC. They look like C++ class code. Inside the codebox I have an example of the base.txt script. You will notice that it ustilizes a very important advanced feature of C++ - inheritance. Class templates can actually inherit information from other classes. It only allows single inherritance as of right now, but chained inherritance is very much planned. Don't let that code overwhelm you because only Strata Works need interpret it. In Strata Works' Finalizer you will intuitively create and place 3D objects, and when you are all done get a script something like this:



That shouldn't be too hard to parse. If it is, I'm sure someone will be nice enough to write some parsers in several different languages (including DarkBASIC). I might even create a DarkBASIC parser myself for it.

-- New Editor Features --

Height
There's a new menu Item that allows you to do all sorts of stuff to your height map now. You can averaged the details to remove rough lines, Intensify your peaks and valleys, or flatten them, raise your height, lower your height, clear the entire heightmap, or invert it.

There are finally tools you can choose from! The default is level terrain again. The other 3 are the Raise terrain, Lower terrain, and Survey tools. Raise and Lower terrain aren't as intuitive as they sound. They actually incorporate the old Locktip control (although more efficiently than past releases). The idea is that these two controls will retain the form of the cursor when used, keeping jagged hills and valleys if needed. If you wish for plateaus or canyon ridges, your best bet would be to use the level tool. The final tool is one I think everyone will very much appriciate - the Survey tool. Click on it and then click on your map will set the height intensity to the intensity of the map. It works like the dropper tool in most paint packages which allows you to get the exact color of a pixel on a bitmap. It's a very handy tool that I use all the time!

Mask
When mask editing, you now have a new menu item called Mask that allows you to modify the entire mask much like the heightmap menu does for the height map. These tools include clearing, filling, and inverting the entire mask.

In Closing
Well, that's it. Now how bout that screenshot?
http://www.wendigosoft.com/swscreen/view3d1.jpg
Notice the terrain tiles, but there are no seams! Yey!

[Edit]
Oops, forgot about the code in the code box. Here it is:



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Baggers
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Posted: 20th Jul 2005 18:34
Sir, I tip my hat to you !

xtom
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Posted: 24th Jul 2005 02:44
Looking great, nice terrain and nice shaddows too.

The Wendigo
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Posted: 25th Jul 2005 11:34
Wow! I just downloaded that Windows Longhorn XP theme. Pretty sleek! Looks like Windows might finally be getting a proper, more professional look about it.

Thanks for the replies!

Finalizer
I've been working very hard on the finalizer. It's going okay, but while trying to get the terrain to wrap I've had all manner of annoying glitches. Apparently, the MOD command is buggy and doesn't necissarily report the true modulous. I've had to write my own, but it's not working too well either. On the plus side, the scripts are working. That seems to be my forte: interpretters. Just to point out, Strata Works is not a game engine and therefore the scripts are designed to aid in building maps and not in building entire games. The maps and the scripts can then be loaded into your game where you will make AI and game logic react to the information presented in the scripts. It sounds a bit hard at first, but I do plan on releasing a stripped down version of the Finalizer code that people can use to create their own games with. What will be left in and taken out I am not ready to say yet.

Editor
The editor has only been modified to add one more feature for right now, but it's a biggin. I have implemented project saving. The file format is still somewhat untested, but if I ever upgrade the format, I've made it easy on myself keep backwards compatibility. Chances are pretty strong that the file format will be modified quite a bit before Strata Works is released.


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Ric
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Posted: 28th Jul 2005 19:42 Edited at: 28th Jul 2005 19:47
This is looking really great - love the screenshots. The rock formations, including the ones with strata which I previously said looked too blurry and stretched, look really crisp and realistic now. Very impressive. How much will you be selling this for?

The Wendigo
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Posted: 31st Jul 2005 22:11
Thanks Ric

Wow, I've been trying to get really acquanted with Far Cry's Sand Box editor. I've actually got a ways to go before SW has that many options. Because of that, I think I'm going to give myself a "release point" and release both the Lite and Standard editions. From then on, I'll continue working on the editor and release free upgrades for both versions as Strata Works gets more like how I want it to be. That means there will be a lot of upgrades you will have to download in the future, but at least the product will only get better down the road!

I don't mean to compare SW to the Sand Box editor, but one thing I feel is a definite plus of Strata Works is ease of use. The Sand Box editor has a bit of a learning curve that I'm still not over yet and I've been using it for several days now. Another nice thing about SW is the height editor's tools. The tools seam much more intuitive than many others I've used in other height editors.

Finalizer
Okay, things are starting to look really nice in the finalizer TOO AN EXTENT. Right now, I've got water support and very basic skybox support (as in, there's only one skybox to look at :/ ). The problem is, as Ric mentioned and then nicely took back, things are looking blurry! It's probably just the fact that my texture maps are a bit small or that the fog is just too close, but everything else seems to be working decently. I plan on adding more tools to the Finalizer, but right now I've been having to deal with the GUI. I've got a rudementary GUI going with a theme system (if you can believe it). I guess I got inspired by XP themes.

Editor
I'm seriously thinking about doing things a bit differently. I had it where you created the heightmap the same size as the texture map. Then when you exported, the height map would shrink according to the size you told it to shrink by. I'm thinking instead of having the user create the heightmap at the size it will export to (128x128 etc...) and then generating the texture maps at a completely different size (1024x1024 etc...). That way height building would be quicker and more accurate, but you shouldn't lose too much quality with the texture and lighting. What has been done to the height editor isn't a whole lot. I've been focussing on the Finalizer, but I did add a little tool tip that tells you the height under the cursor. That seemed important for terrain sculpting.


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ALPHA ZERO PRODUCTIONS
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Posted: 2nd Aug 2005 19:32
Cool, When does testing start ?

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Posted: 2nd Aug 2005 23:40
I can tell you where to get a free subdomain and 100mb of webspace and a links site to all free webhosts

www.100webspace.com

www.free-web-hosts.com

life's a game and a games a life More games at www.freewebs.com/halorc
The Wendigo
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Location: A hole near the base of a tree in the US
Posted: 4th Aug 2005 00:02
I was actually hoping to start some testing last week, but things didn't work out. I've had to write a GUI for the Finalizer and hit a snag, and I've had to redo some things in the editor to make them a bit more intuitive. I'm trying to make it where you specify the size of a heightmap and texture map now instead of dealing with the height divider (although, the height divider is still there incase you prefer it but now defaults to 1).

I'm not sure what's given me the biggest headache lately: the editor or the finalizer. Either way, it's looking like a bit more work before I'm ready to release something. Chances are strong that the Editor will be closer to completion than will be the finalizer so I'll probably release the editor with the old pretest. Then when the finalizer is ready, I'll give a patch out to upgrade to it. It's a lot different than the old pretest was.


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 5th Aug 2005 15:41
ok,keep up the good work

Darkbasic MADPSP
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Posted: 9th Aug 2005 19:34
that's good software well done

See you at the convention!
David T
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Posted: 13th Aug 2005 00:38
Wendigo,

I've been reading up this evening several papers on terrain texture generation. I've developed an algorithm for determining how much a pixel is affected by a certain texture given its limits and fade out speed, but I'm drawing a blank on the terrain self shadowing.

Currently the best way looks to be for each point working along hte light ray and determining if the terrain is in the way, if so cancel light. It sound a bit taxing on the computer though - you develop anything special?

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
The Wendigo
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Posted: 13th Aug 2005 22:54
@Alpha and MAD: Will do and thanks!

DavidT: The texture generation for layers, in its elemental forms, is very rudementary to implement. The hard part is getting each element to play nicely with the others. Currently pixel fade and color is determined by the type of draw method (default, overlay, strata, etc...), the Terrain Method (formerly Render Method: if it's a cliff, plateau, etc...), the layer mask, and the layer's position in the draw order.

As for lighting, yeah, it's a pain to do and what you described is basically what is happening right now. There actually is a faster way based very much on interpolation of the last light shadow collision. I've done it in the old Strata Works, but due to a glitch that only alloud the shadow to draw a certain direction, I ditched the idea in the new version and went with a more natural lighting system. I know how to undo the glitch now (I think), but the amount of time it would take to implement a new method means it will undoubtably not be implemented until maybe after release. We'll see how that goes. In the mean time, the texture renderer and lighting renderer both are fully functional. Oh I did forget to mention that there are two different rendering methods for the lighting already. There's an embossed (modified 3D) form of lighting which is always used as well as the projected shadow lighting which is optional and only available in the full version.

Editor
ALPHA, I think you have been requesting a .x exporter, well the good news is that I've been working on one now. It's been one of the last things I've wanted to implement. Unfortunetely that doesn't necissarily mean there will be a release soon as the Finalizer isn't really that close to completion yet :/. The exporter only exports ASCII .x files, so loading time might be a little big, but the file format seemed more flexible and easier to write, and my experience with MSDN is that there isn't much information on Binary .x anyway. Unfortunetely, I also haven't been able to successfully load a .x in TrueSpace yet, so something is wrong. I haven't finished writing the code so it might just be that. I'll keep everyone up to date on its progress.

Finalizer
Haven't worked on this much, but I've got a big snag: It won't run anymore! I have no idea why that is. It appears to be some kind of strange DarkBASIC glitch because it used to run, but now the program just exits without error message. I'm not exactly sure what to do about it, but after I get the .x exporter working, I'll poke at it a bit to see if I can fix it. If not, I may have to rewrite parts of it in C++ which doesn't thrill me as I've never written a DarkBASIC plugin before.

Screen Shots
Well, I was just about to finish this and move on, but I realized I've got a screen shot or two to show the community. folks in the IRC chat have already seen them. They are of the same terrain, but at different times of day. The terrain size is 256x256 and the texture size was rendered at 2048x2048 on both. Both use Full Version options as you can tell by the texture size and the shading. Also, these were shot in the old pretest as I've been having issues with the finalizer. Here they are:

http://www.wendigosoft.com/swscreen/view3d_16a.jpg
http://www.wendigosoft.com/swscreen/view3d_16.jpg


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
David T
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Posted: 14th Aug 2005 00:22
Dave - looks INCREDIBLY impressive - especialyl the second one.

Today I had a mess around with heightmaps in C#. I've got a program loading a heightmap and generating a light map for it. It looks really good at the moment - pretty realistic. It doesn't do shadows yet, I'll have a crack at that tomorrow and see how I go embossing the light map onto a texture

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Darkbasic MADPSP
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Posted: 16th Aug 2005 14:47
have it free for a week then charge that's the way to do it because then people spread the word and you get loads of cash (can i have a serial number if i link from my web site to yours? )

Love games go to http://www.freewebs.com/halorc
or
http://www.freewebs.com/gamersmad
The Wendigo
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Location: A hole near the base of a tree in the US
Posted: 18th Aug 2005 21:38
Free? I don't think so. The Lite will be free, but limmited.

Quote: "can i have a serial number if i link from my web site to yours?"


Sorry, there was a promotional a while back where I was giving away free keys, but that has since expired.

@David - ACK! A RIVAL! . Let me know how things go. Maybe we can trade secrets .


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
David T
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Posted: 19th Aug 2005 01:59
It's pretty cool actually. The lighting works well - although I need to soften shadows somewhat else the precision of the rendering works against me and I end up with visible countour lines when the angle of terrain changes subtely

I've also got it rendering slope maps as well so in future I'll be able to selectively add textures to only slopes

I had a quick bash with a strata thing - didn't work out too well. Just got teaxture smearing down the map. I think on mine it'll only work with steep slopes, god knows how you manage to get your strata to look good on the gentlest of slopes

Don't worry about being a rival. This tool is for my own personal learning

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Kangaroo2 BETA2
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Location: Somerset / UK
Posted: 24th Aug 2005 17:43
This looks great, when this is finished I'll happily recommend people use it for heightmaps in the docs of Quikly if you like I have my own Heightmap generator in there but its very simple, not like this, those textures look beautiful

The Wendigo
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Posted: 26th Aug 2005 04:29
@David T: If you learn some stuff that I haven't, fill me in. I'm trying to make this as good as possible. Under most conditions, any advice learned will probably be applied to both the Lite as well as the full version.

@Kangaroo2: Cool! , and thanks for the compliments (Actually, to DavidT too). Got a link to Quikly? I'm interrested.

@Everyone: Well, I'm very very very sorry that I haven't been doing much here lately. I've had some personal life stuff happening (seems it never stops) and then I decided, "gee, I'll get that beta out finally!" and ran into some snags. I'm trying to make it secure, but at no avail. I was hoping to get the beta out for you guys by now and I'm very very sorry I haven't. As soon as I get this security stuff taken care of, I'll post.

Keep checking in!


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
David T
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Posted: 26th Aug 2005 11:42
Well, all I did was lighting really. I got some really good lighting using hte dot product method, was very high resolution.

"A book. If u know something why cant u make a kool game or prog.
come on now. A book. I hate books. book is stupid. I know that I need codes but I dont know the codes"
Kangaroo2 BETA2
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Location: Somerset / UK
Posted: 26th Aug 2005 12:12
quikly.com or check the Work in Progress boards As I said, these heightmap textures are gorgeous, would be perfect for people using my software to make outdoor terrain based levels

foleypro
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Location: Tacoma Washington USA
Posted: 26th Aug 2005 17:41
OK...

When and where can I get the Program...?

Sorry but I am fairly new and i always look forward to the future because I do use textures upto 4000x3000 on my Characters and Buildings when needed and also as Displacement Maps...

As Always B3D
foleypro
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Location: Tacoma Washington USA
Posted: 26th Aug 2005 17:43
Beta would be fine but or even the lite version...


But I would like some info on the actual Price and availability...

I can use my Max or Truespace for awesome Texture Baking but This does seem to be the one Proggy that will let me Play instead of Bang my Head...

As Always B3D

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