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Work in Progress / Multi-Texture Landscape Painting Demo

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Hamish McHaggis
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Posted: 27th Mar 2004 00:53 Edited at: 28th Mar 2004 18:35
First of all, props go to AsylumHunter for informing me (and the whole world) about his alpha blending landscape method thing...

Then thanks to Jimmy/Froogle for hosting the files.

This is a landscape painting demo made in DBPro, using memblocks to build and texture the landscape, no outside media except the texture files. It uses two landscapes, one on top of the other, and clicking on the landscape makes the top one go transparent, and gives the effect of painting .

I made the demo in about 5 hours or so, so it is still a work in progress and I don't know how it will continue. Enjoy!

Arrow keys = Move camera
Space = Forward
Ctrl = Backwards
A,Z,S,X = Change brush attributes
LMB = Paint grass
RMB = Paint lava

NEWEST DOWNLOAD:http://www.tinnedhead.dbspot.com/devcom/toolz/MULTISCAPE.zip

Download Here:
http://www.tinnedhead.dbspot.com/devcom/toolz/landscape.zip
Screenshot:


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ReD_eYe
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Posted: 27th Mar 2004 16:18
this is great! i'm thinking this would make painting blended textures onto landscapes much easier, maybe you should make a landscape editor??? all you need is the ability to carve out hills and dips and then this but with as many textures as you want and you could make some damn nice looking levels

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David T
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Posted: 27th Mar 2004 16:51
0_0

Ditto really. This is great. I've always wanted to do a nice landscape engine but the blending has always let me down

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Hamish McHaggis
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Posted: 27th Mar 2004 17:01
Thanks, I already have carving done, and I have also put UV coordinate options in like you have on matrices. I will give better options in terms of textures and stuff once I get the basic things done .

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Hamish McHaggis
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Posted: 27th Mar 2004 19:02 Edited at: 27th Mar 2004 19:03
Update screenshot. Now three modes - raise/lower land, flatten land, paint land. Also I now calculate the normals so that it lights properly.



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ReD_eYe
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Posted: 27th Mar 2004 19:29
sweeeet

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jrowe
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Posted: 27th Mar 2004 19:54
That last shot looks really good!


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Hamish McHaggis
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Posted: 27th Mar 2004 21:32
GUI is up, not all the features work yet, currently I'm working on a smoothing routine.



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Mussi
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Posted: 28th Mar 2004 02:04
lookin good mate , but weren't you working on a particle system



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Hamish McHaggis
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Posted: 28th Mar 2004 02:50
Mussi - Thanks and yeah, well, I'm allowed to do other stuff aren't I ? Anyway, this started off as a library of mesh editing commands and kind of developed a bit further . This has only taken 1 and a bit days to get this far, so if I keep going at this rate, it should be finished in a few days!... but i doubt it .

Layers are up and running. You can now add as many layers as you want, edit them all fully and also load textures in to use on them. All that is left to do with layers is being able to shift them up and down, and being able to hide and show them, neither of which will be hard.

The only problems at the moment are a mipmapping bug in GET IMAGE (it doesn't get mipmaps, which I need), and the fact that having lots of layers means that you have to use MAKE MESH FROM MEMBLOCK lots of times. This causes major slowdown with 4 or more layers. I have thought of one solution to this, which is just edit the top layer and hide the other layers when using sculpting tools, then update the rest of the layers when the mouse button is released. This would mean you wouldn't see what the landscape looked like really until you let go of the mouse button.

This is a bit of a scrappy method, so if anyone else has a better method, I'm open, and eager for ideas.

Thanks.



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Hamish McHaggis
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Posted: 28th Mar 2004 18:31 Edited at: 28th Mar 2004 18:53
New download!

There are no save/load functions yet, just the basic editor. Again thanks to Froogle/Jimmy for hosting the file.

I forgot about the lower layer button, so that doesnt work .

Download:
http://www.tinnedhead.dbspot.com/devcom/toolz/MULTISCAPE.zip



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MikeS
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Posted: 28th Mar 2004 18:40
Hamish, this is most excellent work. This project could set the standard for all map editors in the future.

Keep up the excellent work!



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Peter H
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Posted: 29th Mar 2004 02:11
yes this looks very good!

ooh ooh i got this great idea master yoda we could make a game! and the game's story line would be...
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TEH_CODERER
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Posted: 29th Mar 2004 15:40
Looks amazing but I can't quite work out how to use it!

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Hamish McHaggis
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Posted: 29th Mar 2004 17:38
Basically you open it up and start with a layer. If you press texture you can load a texture to put on the layer. Then you can sculpt the landscape by pressing on the "Sculpt" button and left and right clicking on the landscape. You can also add and texture new layers using the list box on the right, then using the blend tool you can make upper layers transparent so that lower layers show through. Again, the right and left mouse buttons do different things. The read-me partially explains the rest.

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Freddix
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Posted: 29th Mar 2004 19:34
new release crash on my computer ...
the program open and then, a window popup telling that software caused a fault in module <unknown> appear ....

I use Windows98SE...

Hamish McHaggis
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Posted: 29th Mar 2004 19:43
Hmm Freddix. Has anyone else had this problem? It's probably to do with one of the plugins I'm using (RobKs GUI or IanM matrix1extend), or it sounds like that. I really have no idea otherwise , I wish I did.

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The thing
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Posted: 29th Mar 2004 21:25
can I have the source for the painting feature on your editor.
I am having trouble trying to make a painting feature for my matrix editor.

go to this link and have a look at my matrix editor land edit.
The source code mite help you because it contains loading and saving features.

http://www.thegamecreators.com/?m=forum_view&t=27607&b=1

please can I have the paint matrix source code.

C.M.M
Hamish McHaggis
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Posted: 29th Mar 2004 21:25 Edited at: 29th Mar 2004 21:27
OK, now I have added full and complete load, save and save as... options, and fixed quite a few bugs. The next version will be the full one, I am just waiting for Lee's reply about the .DBO file format, and I need to find some info on the .x format, then after a few extra visual options I will release it.

Callum - I would like to help you, but unfortunatly I do not use matrices, I use an object for a landscape so my code couldn't be used in your program. There are ways of blending textures on matrices, but I don't really know much about it. Sorry .

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Freddix
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Posted: 29th Mar 2004 22:27
@hamish : I use BlueGUI plugin and it work on my computer ... In fact , all things appear ( gadgets ... ) and windows popup appear ... maybe matrix ????

Rob K
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Posted: 29th Mar 2004 22:33
Hi Hamish,

I suggest that you set the BlueGUI Win98 safe flag on, just add a ,1 to the end of the SETUP GUI command - SETUP GUI "WinTitle","INIT",1

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Rob K
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Posted: 29th Mar 2004 22:50
This is brilliant

I really like the painting system, its really easy to use and producing organic looking terrains is very easy.

I'd really like to see this developed further.

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Hamish McHaggis
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Posted: 30th Mar 2004 00:02
Thanks Rob , will do.

Freddix - Hopefully what Rob said will fix it, but you will only be able to try it out when I release the full version as there is not much point releasing an update as it is nearly finished apart from the .x export option. Sorry .

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AramusM
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Posted: 30th Mar 2004 00:30
When you save the landscape do you have a funtion to strip tri's that are completly transparent from all layers, so as to decrease the poly count?
Code Ninja
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Posted: 30th Mar 2004 01:25
wow, looking at all the screenshots this program has really developed. congrats and very nice... i only wish i could get DBP so i could do the GUI thingey... anywho, nice job.

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Hamish McHaggis
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Posted: 30th Mar 2004 09:51
AramusM - Yes, it will have when I get the export function sorted, Las6 on LLRGT gave me that idea. Also polys that are hidden by completely opaque polys will be deleted.

Thanks code ninja

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Hamish McHaggis
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Posted: 7th Apr 2004 21:24
exe based plugin system added. Here is a screen where the camera aspect is sorted out :S.



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MiR
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Posted: 8th Apr 2004 00:51
At last. A level editor that doesn´t use matrixes. Thank you! Now all I need is someone to make a collision box placer and I´ll have my game finished.

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MikeS
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Posted: 8th Apr 2004 05:40
Are you working with DeleD?

http://www.delgine.com/forum_replies.php?cid=3&tid=184&title=Landscapes%20in%20DeleD&cat=DeleD

If so it sounds like DBP will be getting some fantastic new levels.



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mYsT1C
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Posted: 8th Apr 2004 17:44
it crashes on my pc
but thats what i searched for

what i write can t be english *lol*
Hamish McHaggis
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Posted: 8th Apr 2004 17:46 Edited at: 8th Apr 2004 17:47
I wrote a plugin for it that exports the landscape to DeleD Prefab format. It only exports vert positions, face indexes and UV coords, as that is the only thing DeleD currently supports. You can import the landscapes into DeleD, but they unfortunately won't look as good .

Mystic - you probably have windows 98. v1.0 will work on win98/me.

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xtom
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Posted: 8th Apr 2004 21:29
Very cool. Are there polygons for each layer or is just one layer of polygons?
Hamish McHaggis
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Posted: 8th Apr 2004 23:15
Polygons for each layer. But polygons that are totally faded, or are hidden by opaque polygons are deleted in the import routine. As for the plugins, they have to do an optimising routine themselves.

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JeroenNL
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Posted: 9th Apr 2004 02:04
Quote: "I wrote a plugin for it that exports the landscape to DeleD Prefab format. It only exports vert positions, face indexes and UV coords, as that is the only thing DeleD currently supports. You can import the landscapes into DeleD, but they unfortunately won't look as good"


Yeah, it works pretty good with DeleD according to the screenshots I've seen. But it certainly won't look as good in DeleD because DeleD does not use multiple layers. But imagine placing DeleD prefabs in a landscape created by Multiscape. Possibilities are endless.

Use the free 3D modeller DeleD to get skilled in 3d editing! Visit http://www.delgine.com for more info.
The thing
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Posted: 11th Apr 2004 16:17
I downloaded multiscape and clicked on the exe it loaded fine but it said that your program had done a illegal operation and then closed the program.

here is the information on the illegal operation

invalid page fault in
module KERNEL32.DLL at 023f:bff76723.
Registers:
EAX=00000000 CS=023f EIP=bff76723 EFLGS=00010216
EBX=00000e3c SS=0247 ESP=0054ffb4 EBP=00550084
ECX=0055009c DS=0247 ESI=817b3b50 FS=650f
EDX=005503e8 ES=0247 EDI=00550120 GS=0000
Bytes at CS:EIP:
ff 75 fc 9d 57 8d bd 30 ff ff ff 6a 04 55 57 e8
Stack dump:


C.M.M
Hamish McHaggis
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Posted: 13th Apr 2004 00:04
Do you have win98 or me? If you do that's the reason. It will be fixed for the release.

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Mussi
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Posted: 13th Apr 2004 02:37
why use polys for each layer ? or does it exports to 1 layer of polys?



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Hamish McHaggis
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Posted: 13th Apr 2004 16:22
How else do you propose I do the blending, apart from shaders which I can't do? As I said it exports to several layers, but polys you can't see are deleted.

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walaber
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Posted: 13th Apr 2004 19:32
Mussi - because DBP doesn't yet fully support multi-texture. if you load a .dbo file that *already* has multiple textures, the program will recognize it, but you can't create a multi-texture object from within code yet.

yeah yeah, Update 6 is supposed to fix this.

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Mussi
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Posted: 13th Apr 2004 20:23
Quote: "Mussi - because DBP doesn't yet fully support multi-texture. if you load a .dbo file that *already* has multiple textures, the program will recognize it, but you can't create a multi-texture object from within code yet."


:-o, well I managed to export objects with multiple textures some time ago



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Hamish McHaggis
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Posted: 14th Apr 2004 00:05
OK, so even if I can get multiple textures, how can I make a smooth transition?

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John H
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Posted: 14th Apr 2004 01:30
Aww crap I had a demo of that a while back hamish but I cant seem to find it >< Talk to Van - he wrote VanTRANS maybe he can help you out a bit with texture blending and such. You might have to generate a greyscale image which goes from black --> white with a blend in the middle, and apply the two textures to that.


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Hamish McHaggis
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Posted: 14th Apr 2004 15:08
K Thanks

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Mussi
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Posted: 14th Apr 2004 20:03
Quote: "how can I make a smooth transition?"

alpha values, but I wouldn't try it ^^



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The thing
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Posted: 15th Apr 2004 18:10
I have windows 98. When is the release.

C.M.M

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