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Newcomers DBPro Corner / Advanced Terrain Trouble

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Kernunos
16
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Joined: 20th Jun 2008
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Posted: 14th Jan 2009 18:34 Edited at: 14th Jan 2009 18:51
I have bought L3DT Pro for an Indie Game Developer, since I was very very impressed with the software, but im at a standstill when it comes to DarkBasic integration. I read something about "Advanced Terrain" features, but I see none in the helpfile. Anyone has some tutorials on advanced terrain, and what is the difference between "normal" and "advanced terrain"?
HowDo
21
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Joined: 28th Nov 2002
Location: United Kingdom
Posted: 14th Jan 2009 19:08
try here should help.
http://forum.thegamecreators.com/?m=forum_view&t=135172&b=1

Dark Physics makes any hot drink go cold.
Kernunos
16
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Joined: 20th Jun 2008
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Posted: 14th Jan 2009 19:16 Edited at: 14th Jan 2009 20:03
Thanks, I have another question.
I observed in the help file the following stuff.

set terrain scale ID, X, Y, Z.

Now ... I have this setup.
I have a heightmap of 512x512, bmp.
I also have a texture, calculated in accordance to the heightmap.
However, since I got the processing power, I made my texture 2048x2048.

I load my texture, I load my heightmap. However, I find extreme trouble in the set terrain scale stuff, since I cannot "guess" the correct values for my terrain. Any ideas on this?

The funny stuff is ...
I took my original texture and heightmap and scaled them down to match the exact size of the textures used in advanced terrain demo. Interestingly enough, they still are out of proportion!!
Kernunos
16
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Joined: 20th Jun 2008
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Posted: 15th Jan 2009 00:24 Edited at: 15th Jan 2009 00:52
Can't anyone help me at ALL?

This is how my terrain looks :



This is how it looks in L3DT Pro



Does anyone know the answer? Im stuck with my coding.
Scorpyo
22
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Joined: 26th Aug 2002
Location: italy
Posted: 18th Jan 2009 10:10 Edited at: 18th Jan 2009 10:11
First of all your heightmap bmps must be greyscale 24 bit true color
L3DT (at least the free version) saves 8 bit color depth that doesn't work in DBP advanced terrain; therefore you must change the color depth with a 2d application.

Assuming you have a 512x512 pixel, 24bit heightmap, scale in length x height x width goes like this:

scale 1 will give you a 512x255x512 DBP units terrain
scale 10 will give you a 5120x2550x5120 DBP units terrain
scale 100 will give you a 51200x25500x51200 DBP units terrain
etc..
you may need to adjust the height scale differently in order to reach satisfactory results like:

set terrain scale 1,100,50,100

cheers
Monk
16
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 27th Jan 2009 20:39
As for the wrinkliness of your terrain, just increase the X or Z scale or decrease the y scale till it looks satisfactory, and then, keeping that ratio of X:Y:Z, increase the scales to make it bigger.

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