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Program Announcements / terrain tool for the artisticaly challenged

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Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 27th Mar 2005 00:11 Edited at: 27th Mar 2005 07:38
heres a piccy to show you what it does




Mentor.

PC1: P4 3ghz, 1gig mem, 3x160gig hd`s, Radeon 9800pro, 6 way speakers.
PC2: Linux, AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
PC3: laptop, intel 2.6ghz celeron, ATI mobility 9000, 256mb

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Mentor
22
Years of Service
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 27th Mar 2005 03:17 Edited at: 27th Mar 2005 07:41
downloading the source from the above post is more complete, this was a revision while I was having trouble with the compiler.

Mentor.

PC1: P4 3ghz, 1gig mem, 3x160gig hd`s, Radeon 9800pro, 6 way speakers.
PC2: Linux, AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
PC3: laptop, intel 2.6ghz celeron, ATI mobility 9000, 256mb

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Megaton Cat
21
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 27th Mar 2005 03:36
???

My cat! My cat is on fire! Dear god someone help!
Baggers
20
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 27th Mar 2005 03:44
Shame aswell as this sounds like just my kind of utility !
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 27th Mar 2005 03:50
it is working now, just had the same error crop up again on the modified code , so I closed and re-opened the ide and now it compiles ok (with the "text 300,240,"WORKING":sync" line back in too )
the program is "free as a bird ware", do what you like with it, upgrade it, sell it, use sections in your own code, add automagical terrains to mercs , I don`t care, just don`t claim you have sole copyright.

Mentor.

PC1: P4 3ghz, 1gig mem, 3x160gig hd`s, Radeon 9800pro, 6 way speakers.
PC2: Linux, AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
PC3: laptop, intel 2.6ghz celeron, ATI mobility 9000, 256mb
Baggers
20
Years of Service
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 27th Mar 2005 04:23
So which source do we use the first or second one ?
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 27th Mar 2005 05:48
either, it seems my problem was just the IDE had been open too long (or I used the compiler too much and it got corrupted), either way it works ok now after a restart.

Mentor.

PC1: P4 3ghz, 1gig mem, 3x160gig hd`s, Radeon 9800pro, 6 way speakers.
PC2: Linux, AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
PC3: laptop, intel 2.6ghz celeron, ATI mobility 9000, 256mb
Kohaku
20
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Joined: 3rd May 2004
Location: The not very United Kingdom
Posted: 27th Mar 2005 05:48
Hey that's great! Seems to die when you make new stuff though.
But good job.

You are not alone.
Mentor
22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 27th Mar 2005 05:56 Edited at: 27th Mar 2005 06:20
there is a delay hence the "working" messages (you can use the code from the first post to retain them) the main part of the delay is down to DB`s blur bitmap command which is painfully slow, you could remove it if you like but the scene gets very spikey, I used it to make a "gradient" between the different levels drawn onto the map, it isn`t what I would call finished, but as soon as I get the basics working I normaly lose interest in projects, I havent finished anything I have written since the mid 80`s, normaly I just erase my programs when I`m done with em.
press F3 and it will save the current bumpmap, texture and detail map to three files, you can save as many as you like, the original files will be something like

world detail_1_1.bmp
world texture_1_1.bmp
world map_1_1.bmp

and the number increases each time you save, the program keeps track of how many times it has been run and will save any future files with a different filename to prevent overwriteing, you can find the saved files in the project folder or wherever you run the code, they are handy for making quick terrains for tests or if you like the look of one you can import it into paint or some other package for tweaking by hand, the brownish red colouring was intended to be below the waterline (I think grass texture underwater looks silly) you can tweak the colourmap section to make the snow into rock or something if thats what you want by making it a darker grey or brown.

Mentor.

PC1: P4 3ghz, 1gig mem, 3x160gig hd`s, Radeon 9800pro, 6 way speakers.
PC2: Linux, AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
PC3: laptop, intel 2.6ghz celeron, ATI mobility 9000, 256mb
Megaton Cat
21
Years of Service
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Joined: 24th Aug 2003
Location: Toronto, Canada
Posted: 27th Mar 2005 09:35 Edited at: 27th Mar 2005 09:36
Hmmm this wasen't here earlier today. You edited out that random babbling.

Anyway, looks interesting. I'll try it out.

EDIT: ok nvm. I thught the "Download" meant the program but it was just a screen.

My cat! My cat is on fire! Dear god someone help!

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