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Work in Progress / -= TerrainScape =-

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Alquerian
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Posted: 3rd Apr 2007 02:01 Edited at: 11th Jun 2007 21:24


TerrainScape has been in development for several months now, and I
feel it is mature enough to share with the general public. Let's
start off with a few questions:

What is TerrainScape?
TerrainScape is a Terrain construction and object placement program. TerrainScape Utilizes TGC's Advanced Terrain system to provide high-quality terrain which is modifyable via a greyscale heightmap, a supertexture and a detail texture. TerrainScape allows it's users to develop fantastic looking terrain within minutes, using fractals, layer modifiers and a user-friendly interface for texturing, script-based object placement and real-time matrix deformation for quick, responsive results.

How large of a terrain can TerrainScape create?
A single terrain generated in TerrainScape can easily span tens of miles when utilized properly. This can be done at little to no detriment to performance. Heightmap resolutions have been created and tested from 64x64 to 2048x2048. Theoretically it could work with larger heightmaps, however it currently makes no sense to utilize heightmaps which are larger than this.

How do you modify the terrain's shape?
In TerrainScape you have your choice of either modifying the terrain in a 2D or 3D environment. The 2D environment allows you to select a brush type, it's density/opacity and flow/speed. With this brush you can then paint on the greyscale heightmap in an additive, subtractive or multiplicative manner, making areas lighter or darker with an easy photoshop-like toolset. The 2D brushes are also user modifyable, scalable from 1 to 128 pixels in width/height and users can even create their own brushes and import them at application launch for a fully-customizable experience.

The 3D environment allows the user to fascet, raise or lower a terrain by modifying individual or group vertex data which is represented in real time by a deformed matrix. Once the user is finished making his/her changes to the terrain, the option to rebuild/refresh the terrain is given which then re-renders the terrain and displays the recent changes. The matrix is contour-fitting to the Terrain and demonstrates (through a little math) what the Advanced Terrain counterpart would look like after the changes have been applied.

Can you place objects on the terrain with TerrainScape?
Yes. This can be done by individual object loading or objects can be place en-masse using it's nifty script-based autoplacement UI. Objects can be individually moved, rotated and scaled or they can be categorized in groups which can be modified with group-based effectors such as dispersion, rotation, scaling etc. Like terrain construction, object's existence can be modified in either 2D or 3D via a 3D eraser/placement tool or a 2D point/spray/draw tool. The 3D tool is kinda cool, it is like you are scrubbing the terrain with a huge erraser, wiping out everything in it's path

What does the output of TerrainScape look like?
Unlike most other terrain editors, TerrainScape offers a What You See Is What You Get (WYSIWYG) interface, meaning what you seen in TerrainScape is EXACTLY what you will see in any application utilizing Advanced Terrain. You don't need to screw with lighting levels, wondering why lightmapping won't work, nothing.

Ok, enough talk, here are some screenies:

Some General Screenies demonstrating the countour tool:


Zooming out a bit:


Fundamentals of a Layer Editor:


2D Layer Editor with Brushes:


SuperTexture Editor:


Real-time Matrix deformation :


The 3D Color Pickers:




Script-based object placement:




Scripted object placement interface (Ceiling/Floor):


20 integrated skyboxes, modifyable and user-creatable:


ToDos:
SuperTexture programatic texturing
Colormap object placement exportation
Advanced Camera Controls
Multiple Layer and Stack Control UI
LUA implementation
Directional light definition/UI
Clipboard Utilization
LiT's Limb Culling which is currently being DLL'ized by Cash Curtis II
And about 32438093E234098^17 other things

In Development:
85% - Real-Time AT sculpting WITHOUT the use of matrices.
70% -Real-Time SuperTexture Painting (3D)
60% -AT "Hole" generation (Make holes in AT for building basements, wells, etc.)
20% -Diamond-Square Image Pre-Seeding
35% -Multiple, Simultaneous AT Manipulation
20% -Ceiling/Roof Autoscript Falloff
30% -Event Transaction Recording
30% -ReDo/UnDo controls

Completed:
Real-Time SuperTexture Painting (2D)
Slope-placement UI
Fractal Terrain Generation (Thanks Green Gandalf, your example was a great starting place )
Direct Heightmap painting
Real-Time display of heightmap changes via matrices
Brush importation and implementation and Scaling UI
Object placement and scripting
Terrain Scaling
Automatic re-placement of objects on terrain scaling
Distance Culling of objects
File I/O
Camera Navigation
Object selection and deletion
Dynamic Array Shifting for increased vector picking performance
Integration of Sparky's (PJ - you totally rock dude)
Distance Alpha Dithering
Terrain rebuilding and calculations feedback
Timer-based movement

These aren't closing credits, but I would like to Thank my buddy Cash Curtis for his undying support, unique approaches to problem solving, and insightful concepts which made this project possible. I would also like to thank Xenocythe for his enthusiasm and constructive ideas. And none of this could not have been done without the staff at TGC, I thank each and everyone of you.

I have accomplished a lot over the course of development of TerrainScape, but I still have quite a road ahead of me. I will be publishing updates, screenies and videos as I make further progress.

I am happy to hear your comments and suggestions! Brainstorming is welcome!

Videos Section:
http://www.youtube.com/watch?v=kotJpGxvg10 - This is an old video demonstrating automatic object placement.
http://www.youtube.com/watch?v=9KPJglzX4B0 - Really cool demo of real-time painting on AT
http://www.youtube.com/watch?v=JYk1e8WUWjo - Real Time AT morphing

Visit the Wip!
el zilcho
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Posted: 3rd Apr 2007 02:18
NICE!! i especially like the look of shot 7
you have a bunch of great features in that package.

but now i have to hold my breath and ask.. what price are we all looking at?

Alquerian
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Posted: 3rd Apr 2007 02:25 Edited at: 3rd Apr 2007 02:47
Quote: "NICE!! i especially like the look of shot 7
you have a bunch of great features in that package.

but now i have to hold my breath and ask.. what price are we all looking at?"


Thanks El Zilcho, I have not decided on a price for it yet. I am throwing around the idea of having a free-ware version which would make your work public domain, and a pay version which is for commercial use with more advanced features and exportation options. Don't quote me on that yet, Cash and I need to work out some details on a package we are considering offering to the public. Chances are I will have a free or inexpensive version and another version with many more options and capabilities which will be a little more expensive.

Terrain Generation has a whole new face.
Xenocythe
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Posted: 3rd Apr 2007 02:31
ETHAN! WOOOOH

You finally posted a topic on this. The shots look way better than online. Great job, it has really progressed!

Keep me updated online

It looks really amazing. Great job, every part of it.

-Mansoor
Cash Curtis II
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Posted: 3rd Apr 2007 02:47
I'm just stating the obvious, but it looks awesome It is really nice to see all of the pictures right next to each other, it gives a good feeling of all of the features and what the app is capable of.

The videos of plant placement are really impressive, you should show those off.


Come see the WIP!
Alquerian
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Posted: 3rd Apr 2007 02:58
Quote: "ETHAN! WOOOOH

You finally posted a topic on this. The shots look way better than online. Great job, it has really progressed!"


Hehe, thanks Xeno. I will definately keep you up on the latest.

Quote: "I'm just stating the obvious, but it looks awesome It is really nice to see all of the pictures right next to each other, it gives a good feeling of all of the features and what the app is capable of."


I really appreciate that Cash It was exactly what I was trying to do.

Quote: "The videos of plant placement are really impressive, you should show those off."


Consider it done.

Here it is, it is a crappy Youtube video but I will make more and upload them to my site as time permits:
http://www.youtube.com/watch?v=kotJpGxvg10

Terrain Generation has a whole new face.
TEH_CODERER
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Posted: 3rd Apr 2007 12:28
Looks pretty darn awesome! Nice work!

Sixty Squares
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Posted: 3rd Apr 2007 14:48
VERY nice! It would be really cool if it could export everything including the plants to the DBO object format. Sure it may not cull the plants properly that way but it would still be a cool thing to have as an option.

draknir_
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Posted: 3rd Apr 2007 16:18
wow, just wow... now here is a terrain editing tool that actually looks useful
Alquerian
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Posted: 3rd Apr 2007 19:54 Edited at: 3rd Apr 2007 19:55
Quote: "Looks pretty darn awesome! Nice work!"


Teh Coderer - Thanks

Quote: "VERY nice! It would be really cool if it could export everything including the plants to the DBO object format. Sure it may not cull the plants properly that way but it would still be a cool thing to have as an option."


Sixty - I am actually toying with the concept of having some terrain anchored objects as limbs of a parent object, I am going to try it out with rocks and some foliage. Different exportation formats are definately planned, .X, .DBO and I am going to look into 3DS and Collada. Collada is really the format that most applications should support as a secondary format as it is the most versatile. From my understanding the new .X standards will offer many more features as well.

Quote: "wow, just wow... now here is a terrain editing tool that actually looks useful"


Drak - I am glad I could please I saw a large need for a tool such as this so I figured I would fill the need. Thanks for the comments!

Please, if any of you have any suggestions or features you would like to see implemented, now is the time! I would like to implement the framework for any major additions now so I don't have to go back and rewrite large portions of code. Again, thanks for the comments and encouragement!

Terrain Generation has a whole new face.
Oneka
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Posted: 3rd Apr 2007 20:53
All you have to do in this is be able to have multiple textures on a terrian and be able to edit multiple terrains at once so that you can make a larger map with smaller terrains and you have me

Looks like a buy for me if you plan on selling


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Alquerian
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Posted: 3rd Apr 2007 21:45 Edited at: 4th Apr 2007 05:46
Quote: "All you have to do in this is be able to have multiple textures on a terrain and be able to edit multiple terrains at once so that you can make a larger map with smaller terrains and you have me"


I began work on multiple terrains today, the initial tests worked fine, minimal damage to the FPS. I had 2 512x512 terrains side by side. I knew that users would want this, so I already have the math in place for seemlessly stitching 2 terrains together. A lot of users think it is a matter of having identical R values of the edge of both images, but this is not the case, it is a bit more complicated than that. But the good news is that I have already written that code and it works perfectly.

On the note of multiple detail textures/layers, this is something that I have been considering for quite some time. I know of a few solutions to this, one being through the use of shaders another being a custom terrain format. I will likely implement one or both of these options in the advanced version, this is probably several months out though. I have many fundamental functions which need to be implemented and completed first.

Quote: "Looks like a buy for me if you plan on selling"


I do plan on selling this, and not just to DBP users. It's applicability is versatile and is useful for many gaming and other commercial applications, not just DBP and not just games.

Terrain Generation has a whole new face.
Alquerian
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Posted: 4th Apr 2007 07:22 Edited at: 13th Apr 2007 19:50
A small update - I made a quick youtube video of the heightmap editor using different brushes. The video may be a little hard to follow and it definately doesn't do TerrainScape justice, however I think with a close eye you can follow what is going on with the different brush selections and 2D heightmap modifications. I also did some script based tree placement at the end, I need to take a quick look at the y offsets of the model placements, they were placed lower than they should have been.

Here is the URL:

EDIT: video removed.

Enjoy

Xenocythe
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Posted: 4th Apr 2007 19:04
Wow- that looks awesome! Great job! This is really going to be a great final product

A word of advice- add an option for automaic texturing. Look to StrataWorks for inspiration. It's the same technique... floor and cieling.

-Mansoor
Alquerian
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Posted: 4th Apr 2007 19:28 Edited at: 4th Apr 2007 20:56
Quote: "A word of advice- add an option for automaic texturing. Look to StrataWorks for inspiration. It's the same technique... floor and cieling."


Take a look at the second 'ToDo'. There is so much info up there, I can see how it is easily overlooked. It is on the task list it is not the first thing I am working on, but it is definately going to be knocked out.

Terrain Generation has a whole new face.
Xenocythe
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Posted: 4th Apr 2007 20:39
Oh ok

-Mansoor
Alquerian
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Posted: 5th Apr 2007 01:36
Another minor update, probably the last for a few days. I have completed the following items and they have been moved to the 'completed' section:

Slope UI for object placement
Terrain rebuilding and calculations feedback
Timer-based movement

A family member died late last night so, my father and I will be taking a long road trip to Colorado and we will be getting back Late Sunday Night. I Don't expect any updates until Monday or Tuesday, in the mean time please offer up ideas that you would like to see implemented and I would also like to open this up to terrain generation theory for those of you who like far-out discussions.

I will catch up with you guys when I get back, take care.

Terrain Generation has a whole new face.
Xenocythe
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Posted: 5th Apr 2007 02:11
Ahh, sorry mate.

Take your time in Colorado, your doing a great job so far!

-Mansoor
Shadow Coderer
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Posted: 5th Apr 2007 20:24
Will it rival T.ED? It already does!
Will it be free? I can't remeber if you said so in your first post!

"Psst! Brian! There's a message in my alphabet soup. It says, 'oooooooooo!'"
"Peter, those are Cheerios."
Kieran
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Posted: 7th Apr 2007 06:03
Quote: "Will it rival T.ED?"


yeah from what i've seen it will destroy T.Ed

Sixty Squares
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Posted: 7th Apr 2007 22:26
Quote: "Sixty - I am actually toying with the concept of having some terrain anchored objects as limbs of a parent object, I am going to try it out with rocks and some foliage. Different exportation formats are definately planned, .X, .DBO and I am going to look into 3DS and Collada. Collada is really the format that most applications should support as a secondary format as it is the most versatile. From my understanding the new .X standards will offer many more features as well."


Sounds great! Now... Will this program be free, or do you plan on selling it? (If it was going to be free then PLEASE don't change your mind!)

Xenocythe
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Posted: 7th Apr 2007 22:36
he's selling it Sixty

But I think hes also releasing a free version.


Man, Alquerian, with GameScape 3D in the works.. you have some competition! Hope you come back with a head full of ideas


Good luck!

Cash Curtis II
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Posted: 8th Apr 2007 06:49
I don't think there is going to be a free version. There will, however, be two versions.

What is going to happen is Alquerian and I are teaming up on my RPG Creator. He's going to have a full, stand alone version, and a proprietary RPG Creator version. The RPG Creator version will have all the same capabilities, you just won't be able to use the files with DBP.

This isn't the only fabulous piece of software that he has. He's also got a level builder similar to 3DWS made with DBP. We'll also include a proprietary version of that with the RPG Creator.


Come see the WIP!
draknir_
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Posted: 8th Apr 2007 07:03
my condolences to you and your family Alquerian, that is always a hard thing to go through.

i do have a question about this fine looking program- how does it save the foliage output? Im asking because i might be interested in using this in a large-scale project of mine, and easy integration would be a must have if i was going to purchase it. All the same, looks like some great work so far, keep it up
Xenocythe
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Posted: 8th Apr 2007 18:02
Cash and Alquerian teaming up? This is going to be amazing.

Two wonderful coders making what everyone dreamed of making. Not just an RPG, but an RPG Creator.

Man do I want in.

Alquerian
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Posted: 9th Apr 2007 23:41
Quote: "Will it be free?"

Quote: "Will this program be free, or do you plan on selling it? (If it was going to be free then PLEASE don't change your mind!)"


This seems to be the question of the hour, so I will answer it first. As Cash stated, there will be 2 different versions, one which will be tailored for the RPG Creator Package and directly integrated into it, and a second which will be designed for a much broader audience. I will probably release a few different licensing models for the non-RPG Creator Version. Don't hold me to this but these are my current thoughts:

Free/Trial-ware version:
Limited exportation options, all work produced with TerrainScape will become public domain.

Full (Commercial) Version:
No limitations on exportation and licensing allows for full private and commercial usage.


Quote: "Quote: "Will it rival T.ED?"

yeah from what i've seen it will destroy T.Ed "


Kieran and Shadow Coderer - I appreciate the Support guys! I am actually a T.Ed customer and I observed several areas which could be improved upon, this is why TerrainScape was started. I am truly pleased to be in the same league as T.Ed as it too is a fine product.



Quote: "This isn't the only fabulous piece of software that he has. He's also got a level builder similar to 3DWS made with DBP. We'll also include a proprietary version of that with the RPG Creator."


Thanks Cash - You have seen a lot of my work from conception to (near) completion and I value your opinion. Cash is right though, I have many other Rabbits in my hat and soon we will be showing you all of them, not just TerrainScape.


Quote: "i do have a question about this fine looking program- how does it save the foliage output? Im asking because i might be interested in using this in a large-scale project of mine, and easy integration would be a must have if i was going to purchase it. All the same, looks like some great work so far, keep it up"


Currently it saves the foliage output as a colormap which is read and placed via modulized code. The modulized code is pretty much plug and play, you stick the dba file included with TerrrainScape into your development folder and call a function and your foliage is automatically placed for you, this is how it currently works.

I am working on another exportation model which would be read via a plugin for increased speed and versatility. This model will be primarily for those using the RPG Creator version. This model will also support steganographed content protection.

Both formats will store data for sepereate foliage data stages, rotations, scaling data etc.


Quote: "Cash and Alquerian teaming up? This is going to be amazing.

Two wonderful coders making what everyone dreamed of making. Not just an RPG, but an RPG Creator."


Thanks Xeno This isn't the first time that Cash and I have worked together. We both have our own areas of expertise which are greatly complementary to the other's. Neither of us are prone to joining or forming team requests, this was more of a mutual realization. He has tools I need, I have tools he needs; call it symbiosis.

Terrain Generation has a whole new face.
The ARRAYinator
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Posted: 10th Apr 2007 03:35
Looks amazing man! Im making a program that does terrain generation(Gamescape 3d also in the wip boards) to and I can see this took you alot of work and time. Im sure this is going to be great!Good Luck!



Alquerian
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Posted: 10th Apr 2007 21:14
Arrayinator - Thanks for the compliments, and yes this has taken a considerable amount of time to develop. I am sure that you of all people have an appreciation for how much work goes into something like this.

Everyone else - I have just gotten back from my trip and I am working tirelessly on this. I have some really sweet updates coming which will literally knock your socks off!

I will have more screenies in a day or two

Terrain Generation has a whole new face.
Alquerian
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Posted: 11th Apr 2007 06:52 Edited at: 11th Apr 2007 06:52
Yes, it's double-post time however with the following video I think you will forgive me:

(Turn your speakers on!)
http://www.youtube.com/watch?v=9KPJglzX4B0

Terrain Generation has a whole new face.
Lost in Thought
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Posted: 11th Apr 2007 15:55
Cool. I'll probably buy this and add level loading support to the open source engine when it's done ... if you don't mind. That way if people buy this they can still use the open source engine.

Also:

Quote: "He's also got a level builder similar to 3DWS made with DBP."


Is there going to be a retail version of this as well? I may do the same with it.

Alquerian
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Posted: 11th Apr 2007 20:04 Edited at: 11th Apr 2007 20:04
Quote: "Cool. I'll probably buy this and add level loading support to the open source engine when it's done ... if you don't mind. That way if people buy this they can still use the open source engine."


LiT - I think we could arrange this as I am offering both secure and non-secure output formats. The only thing is that the user would have to export their work as the non-secure method. The secure method is basically content-protection so other executables cannot utilize their files.

Quote: "
"He's also got a level builder similar to 3DWS made with DBP."

Is there going to be a retail version of this as well? I may do the same with it."


It will probably be an add-on to the terrain editor, however currently it is a seperate application. The 2 applications have so many shared components and tools that it almost makes sense to merge them. I would probably offer a similar licensing model as I do for TerrainScape. And yes, I will offer an open format for this as well which will have an open parsing model.

Terrain Generation has a whole new face.
The ARRAYinator
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Posted: 12th Apr 2007 01:34 Edited at: 12th Apr 2007 01:37
Looks like some one took my idea for real time texture painting Looks nice though!



Xenocythe
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Posted: 12th Apr 2007 01:42
Arrayinator I'm sure its not your idea only... many people including me have thought of it.

Plus he had it in his to-do list thingy when he first posted this

THis is looking very VERY good !!! Awesome job!!!

The ARRAYinator
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Posted: 12th Apr 2007 01:51
I know(I was joking). Just funny cause were working on the same thing,lol.



Alquerian
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Posted: 12th Apr 2007 02:11 Edited at: 12th Apr 2007 02:38
Arrayinator and Xeno - thanks for the positive comments The video is only one of many which I will be making over the next few days. The videos which are coming soon will demonstrate the following:

Real-Time AT sculpting without the need to rebuild the terrain
The use of multiple ATs in a single scene
Seemless AT Joining (Programatic Stitching)
Non-Standard Shaped ATs (bent ATs, Circular ATs, anything but square for god's sake!)
AT 'Holes' to Gereate Holes within the AT VertexData
>90 degree slopes for horizontal AT deformations.
AT Texture Baking
More Painting routines
Programatic Texturing

Just so you know I am not blowing smoke, I have already written, tested and proven all of these methods with code. All that is left is to add a snazzy UI and tidy up some loose ends.

Terrain Generation has a whole new face.
Alquerian
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Posted: 12th Apr 2007 06:13
Real Time AT-Morphing, texture swapping, AT holes and AT Shape manipulation all in a 52 second demo with some poorly encoded music! Thank you YouTube!

:::::::::::::::::
http://www.youtube.com/watch?v=JYk1e8WUWjo
:::::::::::::::::

Terrain Generation has a whole new face.
Alquerian
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Posted: 13th Apr 2007 02:49 Edited at: 18th May 2007 21:45
Tripple post, sorry guys but I gotta do it.

Here is a few small screenies of Terrain segmentation and Terrain Holes:











I should have a video done by tomorrow or monday which demonstrates useful real-time AT scultping without the need to re-render the AT.

Visit the Wip!
gbuilder
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Posted: 13th Apr 2007 23:23
Will this program have the ability to draw roads or paths through the terrain, and will it be able to create overhanging crags and tunnels?

gbuilder.

Toshiba Satellite p35 Laptop. 3.2 Intel Pentium, 1 gig ram, ATI Mobility Radeon 9600/9700 series (64mb) graphics card.
Alquerian
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Posted: 14th Apr 2007 00:42
Quote: "Will this program have the ability to draw roads or paths through the terrain, and will it be able to create overhanging crags and tunnels?"


Yes and Yes. Holes, Tunnels, Dungeons, etc.

Visit the Wip!
El Goorf
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Posted: 17th Apr 2007 11:40
wow, best terrain editor i seen so far by the looks of it. A few yrs ago i tried to make a terrain editor of this sort of scale, but I didnt have the patience since i knew it would take a while, but i'm glad to see someone else giving it a go, good luck with this ^_^.

http://notmybase.com
All my base are not belong to anyone.
Dark_Jedi
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Posted: 17th Apr 2007 22:59
Can It export to *.BSP?
Alquerian
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Location: Reno Nevada
Posted: 18th Apr 2007 01:04 Edited at: 18th May 2007 21:50
Quote: "wow, best terrain editor i seen so far by the looks of it. A few yrs ago i tried to make a terrain editor of this sort of scale, but I didnt have the patience since i knew it would take a while, but i'm glad to see someone else giving it a go, good luck with this ^_^."


Thanks El Goorf

You are right, it takes a great deal of dedication to follow through with something like this.

Well guys, I have finished taxes and I spent a little time on TerrainScape to Allow for multiple terrains to be edited and displayed simultaneously. And Here are the results:



Here are a few others:





There are issues that still need to be resolved with this, such as how the terrains can stitch together correctly, hiding faces which are hidden by other terrains etc. I am working on all of that and I should have more on that soon.

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Alquerian
18
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 18th Apr 2007 18:12
Quote: "Can It export to *.BSP?"


No, it cannot. If enough people can convince me to think otherwise, I may change my mind, but I do not think that will happen.

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gbuilder
22
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Joined: 26th Aug 2002
Location: New Zealand
Posted: 18th Apr 2007 22:58
Can it Export to .dbo?

gbuilder.

Toshiba Satellite p35 Laptop. 3.2 Intel Pentium, 1 gig ram, ATI Mobility Radeon 9600/9700 series (64mb) graphics card.
Alquerian
18
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Location: Reno Nevada
Posted: 19th Apr 2007 00:10
Quote: "Can it Export to .dbo?"


Yes, it can currently export to dbo. My hopes are to allow it to eventually export to 3ds and collada as well. But I must work on one thing at a time, and those are kind of low on the priority list at the moment.

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game master 07
17
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Joined: 26th Feb 2007
Location: Maryland
Posted: 19th Apr 2007 06:01 Edited at: 20th Apr 2007 00:24
I have a few question first,when do you plan on releasing it. Also is it going to be free or will it cost money and if so how much. One more
question. Will you able to make space environments with it besides terrain. If not then mabey you should consider making a space combat editor when you are done with this.By the way it looks awesome so far.

gm07
Alquerian
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Location: Reno Nevada
Posted: 19th Apr 2007 21:22
Quote: "I have a few question first,when do you plan on releasing it."


Hopefully within the next few months unless I get busy with more contract work.

Quote: "Also is it going to be free or will it cost money and if so how much."


It is not going to be free, however the pricing is yet to be determined. I will be offering a trialware/lite version as well.

Quote: "Will you able to make space environments with it besides terrain."


This application was designed with Terrain Generation in mind, however you COULD make just about anything you want with it. Ghosted/fractal based nebulae etc. It definately isn't designed for such as task and I am sure there are better suited applications for this, however it is possible.

Quote: "If not then mabey you should consider making a space combat editor when you are done with this"


Some thought has already went into this. We are considering offering in the RPG Creator package, modules for RTS and possibly FPS routines to make these sorts of games easier to develop. We had not approached space-sim yet but that is an idea worth thinking about.

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game master 07
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Joined: 26th Feb 2007
Location: Maryland
Posted: 20th Apr 2007 00:22 Edited at: 20th Apr 2007 00:30
Ok thanks for the info. I am going to buy this as soon as it comes out
no mater what. I cant wait. I also have one more question for you.Does it have any water editor features like setting the water level or making islands and such. I know dpp has excellent water capability but having it built in to Terrainscape would make it a whole lot easier. By the way you are doing an excellent job,and far better than anything I can do programing wise.

gm07
Alquerian
18
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 20th Apr 2007 03:12
Quote: ".Does it have any water editor features like setting the water level or making islands and such. I know dpp has excellent water capability but having it built in to Terrainscape would make it a whole lot easier"


It has a water editor built into it, currently it isn't anything fancy but you can control the water texture, wave sine heights etc. I am planning on also having shaded and transparent water effects. I will probably showcase it with a Fresnel Water Shader, but that will be mainly just for eye-candy.

Quote: "By the way you are doing an excellent job,and far better than anything I can do programing wise. "


I really appreciate your encouraging comments! I am really putting a lot of work into this and my goal is to provide a quality product that everyone can (and hopefully will) use.

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The ARRAYinator
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Joined: 13th Aug 2005
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Posted: 20th Apr 2007 03:47
Looks awesome Alquerian! BTW do you mind emailing me that stuff that you were talking about? Sorry ive been really busy but if you can get those things or at least the modified shader to me that be awesome! My email address is:
the_arrayinator@hotmail.com

Thanks again and keep up the amazing work!



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