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DLL Talk / Help - Advanced Terrain, Save/Load Terrain

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Narf The Mouse
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Joined: 16th Jul 2004
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Posted: 16th Nov 2005 03:09
Save Terrain doesn't seem to save the textures in the file.

I'm guessing I'm supposed to load the terrain, then load the images and texture using Texture Object and Set Detail Mapping On?

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Lost in Thought
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 16th Nov 2005 03:17
It works fine here I just make my terrain fully the use the save terrain command. When I run my program again all I use is the load terrain command with no image loading. I do however still have my images in the same location that they were in.

Narf The Mouse
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Posted: 16th Nov 2005 04:00 Edited at: 16th Nov 2005 04:09
Ah; mine aren't (In the same location as where they were saved). That's probably it. Thanks.

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Narf The Mouse
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Posted: 16th Nov 2005 05:36
I'm running into a problem when deleting (Delete Object/Delete Terrain) and loading a terrain - Trying to make scrolling terrain. What's error 4 mean?

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Lost in Thought
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 16th Nov 2005 08:21
There is an error in DBP 5.9b versions. You cannot delete and remake the terrain with the same terrain numbers. The delete terrain isn't cleaning it up or something. You have to either presave and just load or make a new terrain number each time (which may cause a memory leak if it isn't cleaning it up).

Narf The Mouse
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Posted: 16th Nov 2005 17:42
I'm using 5.8 till .9 is out of beta. I guess it's in there, too.

Well, one of the posts I read suggested using memblocks to vertex edit the terrain object. I guess I'll see if I can do that in 5.8.

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Narf The Mouse
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Posted: 16th Nov 2005 19:17
How do I know which vertices to change based on the memblock? I'm pretty sure I've got it set up right to read the memblock, but bitmap data comes in sets of one per square and vertex data comes in sets of three per triangle.

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Narf The Mouse
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Posted: 16th Nov 2005 22:38 Edited at: 16th Nov 2005 22:41
It's sort of working; it appears to be skipping longitudal and latitudal lines in the heightmap memblock; probably at 0 or 32. Anyone care to take a look?
(512 sized map, moves over 256 at a time, 2048x2048 bitmap, the map scale is 50x50x50. I think that's all that's needed for legibility, save to note that the terrain is object 1, and the memblock is #1.)

Plus, the limbs don't hide and show correctly.

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.

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