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DarkBASIC Professional Discussion / Exporting properly for T.ED

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GreenDixy
18
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Joined: 24th Jul 2008
Location: Toronto
Posted: 28th Mar 2010 00:43
I bought T.ED, And i am trying to export my terrain. Can anyone explain on how to export the terrain and load it. I know to load a one .x file. But when i export my terrain there is alot of files.

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luskos
19
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Joined: 28th Jun 2007
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Posted: 11th Jun 2010 12:48
When you export there is heightmap bmp file 32x32 i shrink it to fit my needs currently working with 256x256.I do that with resizing in mspaint and smoothing in photoshop.You need to supply texture with it.Search about Blitz Terrain download the dll and install it, go to examples and in media put your texture and heightmap play with scalling in the example to make it similar to the t.ed.That`s it pretty much.

Where there is a will, there is a way.
I often edit my posts, that`s who i am
Hodgey
16
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Joined: 10th Oct 2009
Location: Australia
Posted: 12th Jun 2010 05:29 Edited at: 12th Jun 2010 05:39
Hi, when I export from T.Ed I select the .x file with a supertexture. Then all I do is load the .x file and supertexture into DBPro and use the texture object command to texture the terrain.

Here is the code I use to view my terrains:


Hope this helps

Edit - I've attached an image so you can see what it look like.

A clever person solves a problem, a wise person avoids it - Albert Einstein
luskos
19
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Joined: 28th Jun 2007
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Posted: 13th Jun 2010 11:02
@Hodgey:

As you can read from my previous post i use the heightmap produced from t.ed loaded with blitz terrain.I need to make few rotations with mspaint so it loads exactly the same way in dbpro as it does in t.ed and shrink the image a bit because it produce 125x125 image.Dirty job, but for now the terrains ain`t top priority so i`m just toying arround.

How you operate if there is multiple terrains produced from t.ed and supertextures for them?How do you align multiple quads so they are at the right places?If there is some template i can use it, else i may rewrite function i use for my inventory system which works with tiled grid in similar way so positioning won`t be too hard.

The function get item position in the inventory and convert x and y position of it and produce single integer number then place it in array to hold for later calls when i need to sprite the item back on screen.In case with terrains integer number could be their name.Once i want to load them i just need to pick them and convert the name of terrain back to coordinates knowing the grid size this is easy.The rest is positioning and precisly picking of terrains i need.Because if there are many quads produced i think 9 quads in square formation could do the job, the emptyness can be compensated with fog.This can save some fps.

Cheers!

Where there is a will, there is a way.
I often edit my posts, that`s who i am
Hodgey
16
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Joined: 10th Oct 2009
Location: Australia
Posted: 14th Jun 2010 04:49
Hi Luskos, I'm still playing around with terrains myself but I've learnt that if you export your terrain as a .x file with supertexture(s), when you import that .x file it should align the quads for you.

I also found out that you don't have to use the 'Texture Object' command to texture your terrain. All you have to do is load the .x file with the DBPro mode as 3 but you have to have the supertextures as apart of your project so that they show up under the media tab. This should texture the terrain as you see it in terrain editor.

Load the .x object like this:


Using the above method I was able to load the castle example terrain (located in the teds folder) but I am still working on how to properly load the props.

I've attatched an image so you can see what it looks like.

Good luck with your terrains!!!

A clever person solves a problem, a wise person avoids it - Albert Einstein
Mobiius
Valued Member
23
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 15th Jun 2010 15:32
Quote: "but I am still working on how to properly load the props. "

There is example code which does it for you available on the website I believe.

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