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DarkBASIC Professional Discussion / TErrain editor... any good one

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Ghost Games
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Posted: 1st Jun 2015 16:15
Hi all

im looking for a good Terrain editor. i had tryed EarthSculptor. but i got poor result with exporting the texture map else it is a fine terrain Tool. but my texture get really blury and i cant see any detail.

anyone knows a good one easy to use. not need to be free.

thx
Ortu
DBPro Master
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Posted: 1st Jun 2015 17:16
you might check out Advanced Lighting, it has terrain sculpting and painting, and as it is built in dbpro you don't have to worry about export issues.

http://forum.thegamecreators.com/?m=forum_view&t=214464&b=1

Scorpyo
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Posted: 1st Jun 2015 17:30
Have you put in a good detail map? It can make a big difference.
see example attached

I suggest L3DT, It has a free version that allows you up to 2048x2048 wide texture maps and 3D terrain editing tool.
It's a bit sophisticaed to use but I'd give it a try.

Cheers
Scorpyo
Van B
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Posted: 1st Jun 2015 17:48
I could suggest Tersculpt... old editor I know but it is detail based, so you won't have the issue of being stuck with a colour map and detail map, it's 6 detail textures IIRC.

http://forum.thegamecreators.com/?m=forum_view&t=122906&b=5

A while after writing Tersculpt though, I came to a stark realisation... I bloody hate editing terrains... it's time consuming and tedious and it can be very difficult to be organic. I much prefer to generate terrains now, but I use pretty much the same shader as Tersculpt.
Consider that instead of sculpting a terrain to match your story, maybe the story should be sculpted to match your terrain... like do you really want to know your landscape inside and out?, isn't it better to make it interesting to explore for yourself while you develop?

Also - just storing a random seed number means you don't have to store the terrain, a 1024x1024 terrain takes up about 4mb just for the height map. Maybe you could make an object placement editor for a generated terrain, but have it apply trees and foliage etc automatically. Seriously it could take hours to make even a small terrain, a 1024x1024 terrain is a mountainous task - it could be a project killer, whereas generating terrain removes that burden and makes developing it much more interesting I think. Put this way, I've moved my project onto DBPro from Cryengine, because I can't face creating those huge terrains or even using the built in generator - I'd rather mess around with my own generator, texturing system, and try to get things as organic as possible, and for me it's just fascinating, especially when you find a particularly nice cliff face or shoreline.

Ghost Games
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Posted: 1st Jun 2015 18:16
Cpuld look as my detail map are failing... any thing special with a detail map?? shall it be grayscale or can i be a texture. im on Deep Water on this field. but its just as your eks scorpyo. my texture are very blury
Scorpyo
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Posted: 1st Jun 2015 18:42
The most used detail maps are grayscale tga files because they preserve better the colors of the terrain texture map.
I use normal colored textures of any file type tho.
There's some experimenting to do with the detail texture size and colors before they match up nicely with the terrain texture map.

You can also try GMTE2, it can export to .obj file and each tile is a limb textured with it's own texture square from the main terrain texture.
Very good looking but it's actually an object not a DBP Advanced Terrain (can be pretty slow and heavy to DBP).
You can convert to .x with any free .obj to .x converter.



http://gmc.yoyogames.com/index.php?showtopic=526631


cheers
Scorpyo
Scorpyo
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Posted: 1st Jun 2015 18:50
Actually it seems to export to .x directly also

Cheers
Ghost Games
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Posted: 1st Jun 2015 19:12
EarthSculptor, export to obj, so i use 3ds max to convert to .x so the model is not a problem its more the damm mapping that goes wrong.

i will try to make some detail grayscale maps i some diffrent sizes, and see if i can get it to Work.
Scorpyo
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Posted: 1st Jun 2015 20:18 Edited at: 1st Jun 2015 20:20
we're talking different things here
I'm referring to the Advanced Terrain system of DBP.
It uses a texture map, a detail map and an heightmap and creates it's own terrain object from the above items(see the attached example)
if you want an .x terrain or .dbo terrain object with blended textures it'a totally different story.
I suggest you to consider Blitzwerks Terrain may be good for you (but not free)
Ortu
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Posted: 1st Jun 2015 21:56
I liked tersculpt, and learned a good bit from its code, is worth taking a look at even just to study

blitzterrain and l3dt terrains look great from a distance, from a camera set to show the landscape of the terrain, but when you get up close with a character to actually walk about they both suffer from what I call the "green rocks" syndrome. one neutral gravel/rock detail map is applied to all textures as a compromise which for me, just really kills the immersion.

as for editing in general, I like to start with a generated land mass then customize it somewhat to better support large build sites, roads and the like. even in real life, controlled terraforming is prevalent and important.

Ghost Games
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Posted: 3rd Jun 2015 07:34 Edited at: 3rd Jun 2015 09:38
i had tryed l3dt but its not sp easy to go too i think... i already got the BT terrain for darkbasic. but it will not build the terrain. so i tryed the exaples and it also encounter errors there in compile... but i serced a Little around the net yesterday evening. and found A.L.E.


http://www.dyvision.co.uk/ale.htm

think it will do the job, it just slice the terrain texture up in 4 parts under the export. Terrain1.png, Terrain2.png, Terrain3.png and Terrain4.png and one .x file. is it possibel to multitexture the .x model??

i had posted some images of how it looks inside the editor and inside DBP and the files it is exporting.

inside DBP it devide the terrain up into 4 pices, and texture all 4 pices with same texture. can i do something to texture every part with its own texture?


files it export
http://3dsmax.dk/page1.html


inside editor
http://3dsmax.dk/page2.html


inside DBP

http://3dsmax.dk/page3.html
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 3rd Jun 2015 14:05
Quote: "i already got the BT terrain for darkbasic. but it will not build the terrain. so i tryed the exaples and it also encounter errors there in compile"


There shouldn't be a problem with Blitz Terrain. If you already have it then I suggest you solve the compiler errors before getting other software. What were the compiler errors?



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Ghost Games
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Posted: 3rd Jun 2015 21:27
i get this error from BT Terrain when i try to compile it from an example. not my own code.

BT Error: Heightmap invalid size
Function: BT BuildTerrain


and that is comming from at direct copy of the 1. example generating a terrain that comes with BT.

and i also need to enter a full path to the detail image, strange it could load the other two files in the same dir with the same path as the detail texture...
Green Gandalf
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Posted: 4th Jun 2015 01:02
Is that a compilation error or an execution error? It looks like an execution error to me. If you're not sure which it is just compile without running it. I'm not familiar with the BT functions so you're probably better off posting your question on the main BT thread:

BlitzTerrain



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Ghost Games
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Posted: 5th Jun 2015 20:07
Yeah i must try that... Thx to all for the input and help.

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