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Mugen Wizardry
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Posted: 7th Aug 2010 23:05
how can i load the attached terrain correctly?

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Mugen Wizardry
User Banned
Posted: 7th Aug 2010 23:11
this is how it should look.

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Indicium
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Posted: 7th Aug 2010 23:20


I'm coding that part myself, so that's copied and pasted direct from my project.

Mugen Wizardry
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Posted: 8th Aug 2010 00:33
what's wrong with this? it won't load the terrain right..



images attached.

thanks!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Indicium
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Posted: 8th Aug 2010 02:32
Notice the scale, and make sure the bmp is saved as 24bit.

Mugen Wizardry
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Posted: 8th Aug 2010 03:00
what about the scale?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Indicium
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Posted: 8th Aug 2010 03:32


My terrain is scaled to be very small.

Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 8th Aug 2010 14:18
Quote: "this is how it should look."


Why on earth do you think it should look like that with the images you posted?

And why have you used a normal map as the detail texture?
Mugen Wizardry
User Banned
Posted: 8th Aug 2010 14:36
because l3dt sucks big?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
mikewhl
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Posted: 8th Aug 2010 14:56
It loads just fine.

Your choice of files seems to be totally random, and don't work together very well.
Try These.

Mike



some cool stuff someone else said here
=PRoF=
23
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Location: Milton Keynes, UK
Posted: 8th Aug 2010 15:21 Edited at: 8th Aug 2010 15:25
Just feel I need to say that L3DT is AWESOME! not Sucky! lol

I'm pretty I used it to make the terrain for >THIS< Zombie shooter prototype game

Mugen Wizardry
User Banned
Posted: 8th Aug 2010 15:29
how did u?!

ok, so if u DID use it, what do i use for a detail map using l3dt?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Mugen Wizardry
User Banned
Posted: 8th Aug 2010 15:42
mike, how did you make the detail map?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
mikewhl
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Posted: 8th Aug 2010 16:36 Edited at: 8th Aug 2010 16:46
Hi,
I didn't make the detail map, just picked it up somewhere in the snippets.
Anyways, your using Advanced Terrain commands. The detail map is ghosted onto your terrain. If you run the code above (with the files I provided) get real close to it and look, you can see how the detail map is ghosted onto it. I just started with DBPro 3 weeks ago. So, I dont think I am qualified to help anymore, as I might give you incorrect information. Only reason I know this much, is because I have decided to work on learning terrains.

Hope that helps.

Mike

some cool stuff someone else said here
Scraggle
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Posted: 8th Aug 2010 16:45 Edited at: 8th Aug 2010 16:47
That is a terrible way to assign numbers to your images!

Whats wrong with:


Or as Mad Nightmare suggested, use IanM's plugin and use the find free image commands.

Doing it the way you are at the moment, it is an absolute guarantee that at some point in the future your code will fail because two images share the same number.
If you only ever have two textures and there is only ever you using the code then it is safe to assume that there is a million to one chance of failure. However, if your game has 1000 textures and goes commercial and gains 1000 users, you will either get more bug reports than you can handle or the users will stay away in droves because your software keeps crashing ... start as you mean to go on and play safe.

[Edit] or look at back issues of the newsletter where I submitted a tutorial on just this kind of thing.



Indicium
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Posted: 8th Aug 2010 20:05
You could use a simple function like:



=PRoF=
23
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Posted: 8th Aug 2010 23:03 Edited at: 8th Aug 2010 23:08
I was going to say I thought I got it from L3DT, but as I seem to be using the same one as Mikewhl; I'm guessing we got it from the Advanced Terrain example? or maybe off the forum somewhere.

It was a while back that I made the zombie thing.

>Edit<

As for the image numbers, I use an array to store the image numbers generated by IanM's find free image() command; and then refer to each array slot by a constant.

e.g.


>Edit 2<
Just thought I'd point out my use of the Edit button

Mugen Wizardry
User Banned
Posted: 8th Aug 2010 23:07 Edited at: 8th Aug 2010 23:07
why does it lag my game?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
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ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Green Gandalf
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Posted: 9th Aug 2010 00:21
Quote: "why does it lag my game?"


Try reducing the size of your heightmap, e,g, by 50% so it is 512x512. I think DBPro bases the number of vertices in the terrain on the dimensions of the heightmap so your 1024x1024 image will result in a large terrain in terms of vertices and polygons - a 512x512 heightmap would use about a quarter the number of vertices and runs much faster on my machine. Might not be a problem once you place yourself on the terrain so most of the terrain's limbs would be culled (if you remember to add update terrain to your main loop).
Mugen Wizardry
User Banned
Posted: 9th Aug 2010 00:33
thanks gg!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Jane Doe
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Posted: 9th Aug 2010 07:50 Edited at: 9th Aug 2010 07:51
Quote: "because l3dt sucks big?"


These terrains were made with L3DT. I don't think they suck.



- Jane

Green Gandalf
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Posted: 9th Aug 2010 12:15
Nice.
Mugen Wizardry
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Posted: 9th Aug 2010 14:14
ok. i take back what i said.

those are amazing!

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
GeeBee
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Posted: 10th Aug 2010 10:57
Sometimes I look at my project and think "I'm doing ok".

Then I look at Jane Doe's landscapes and realise I still have so much to learn.

Sigh....
Mugen Wizardry
User Banned
Posted: 11th Aug 2010 14:12
Jane, these are beautiful. Any tips on how to make them like this in L3DT?

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Jane Doe
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Posted: 12th Aug 2010 09:06 Edited at: 12th Aug 2010 09:07
For those who aren't familiar with it, L3DT isn't a terrain programme per se. It does have a renderer but it’s used to sculpt the terrain you’re making and to see what the terrain you’re working on looks like. It can’t be used outside of L3DT (as far as I know). L3DT generates everything you need to make terrain using another programme. The screenshots above were made with a memblock mesh terrain-rendering programme written with DBPro using heightmaps, textures, light maps and alpha maps created with L3DT.

As for tips, I'd recommend the usual:

1. Level of detail. Use more polys around the camera (top image).

2. Cull polys not within the field of view.

3. Match the fog colour to the sky horizon colour so the terrain seems to fade into the distance (bottom image).



- Jane

Hawkblood
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Posted: 12th Aug 2010 18:14
Does DBP's terrain use LOD (polly)?

The fastest code is the code never written.
Green Gandalf
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Posted: 12th Aug 2010 20:49
Advanced terrain certainly doesn't - and I guess the standard terrain commands don't either.
BMacZero
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Posted: 12th Aug 2010 20:51
BlitzTerrain, man .

Indicium
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Posted: 12th Aug 2010 20:52 Edited at: 12th Aug 2010 23:42
Blitzterrain!

Check the link in my sig, the screenshots are using l3dt and Blitzterrain. But on a related subject, is there a way to get the water level value outside l3dt?

Nevermind, I'll have to pick it out for each terrain



This was done using BlitzTerrain and l3dt, with a bit of time, you can make pretty sick terrains.

Mugen Wizardry
User Banned
Posted: 13th Aug 2010 00:09
Omg! That's AWESOME! O_O

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Indicium
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Posted: 13th Aug 2010 01:01
If you download Project Atomic, the Heightmap and Texturemap are in there, the detail is still the one from Advanced terrain, but you can use it if you want. I made the water by using a ghosted object where the water should be.

Good Luck!

Harlequin
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Posted: 14th Sep 2010 08:03
Hi everyone,

is it better to use the Terrain functions or the Matrix functions to make terrain?

Specifically for creating a strategy game.

It's late, I'm tired, out of coffee and now I'm wet.
Mugen Wizardry
User Banned
Posted: 14th Sep 2010 18:20
Use Smaas' landscape generator In the WIP thread

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/
Harlequin
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Posted: 15th Sep 2010 07:07
Thanks Mugen, it looks like a really cool system (will play with it tonight), but in the end which way is the best way?

Mad Nightmare, Project Atomic looks totally cool!

It's late, I'm tired, out of coffee and now I'm wet.
Mugen Wizardry
User Banned
Posted: 15th Sep 2010 19:36
DEFINITELY Smaas' LandGen.

It has WAY more detail than the stuff in this thread

CHECK OUT SOME MUSIC FROM MY NEW TECHNO CD! TECHNOKINESIS
http://www.youtube.com/watch?v=4a8KedfgVv0
ALSO, CHECK OUT MY NEW TECHNO CD! http://www.imageposeidon.com/

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