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Work in Progress / -= TerrainScape =-

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Alquerian
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Location: Reno Nevada
Posted: 17th May 2007 02:35 Edited at: 18th May 2007 22:37
Today I am illustrating some of the first implementations of my new per-vertex grass algo. It is incredibly optimized and has very low overhead. As mentioned before the per-vertex grass can be individually colored or can take on the color of a colormap at any given point (in this case the terrain's supertexture). I am aware that some of you are unable to view links to my site and for this I apologize and rest assured that I am in the process of changing hosting providers. Performance of this will be improved further in [url=the near future.

Here they are:









DB - Thanks for the Link

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Aaron Miller
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Posted: 17th May 2007 02:39
Well, this certainly does look awsome. Keep up the good work.

Cheers,

-db


*witty comment*
Cash Curtis II
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Posted: 17th May 2007 07:14 Edited at: 17th May 2007 09:24
Your grass is looking great. Especially if it has a low overhead, I always love that

Are you talking about that grass shader DB User? It's okay. And by okay I mean it stinks for grass. I have it, if anyone really wants to see it. It basically turns the landscape into a puffy oscillating 'slinky' and looks horrid from any angle except dead on.


Come see the WIP!
Aaron Miller
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Posted: 17th May 2007 09:09
@Cash Curtis II
The shader I speak of is a "lava" shader that I believe Lee (As in Lee Bamber).

Cheers,

-db

Alquerian
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Posted: 17th May 2007 19:08
Cash -
The shader sort of wraps the UV data continuously, so you can make something appear to continually flow, it would be great for things like water, lava, etc.

and Thanks for the compliment! It doesn't really look too spectacular, because you usually don't see a mountain that ONLY has grass on it, you usually see rocks, trees, some flowers etc. I will work on something like that in my free time. The job I am working on is nearly finished and hopefully I will have some time to do other things once it is finished

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Freddix
AGK Developer
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Posted: 17th May 2007 22:52
impatient to see TerrainSCAPE released (for two reasons :p)

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Alquerian
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Posted: 18th May 2007 22:43
I know you are Freddix! I am too

Anyways, I just finished transfering all of my images over to imageshack and I wanted to make sure people aren't having the issues that they were before. I know that Zoto, Ric and F9V (all from Europe) were having issues with my domain for some odd reason. So this is more or less a picture/sig test.

Ric, Zoto - you out there? If so, you should be able to view the images now.

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Freddix
AGK Developer
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Posted: 19th May 2007 01:25
If you want, I can host a copy of your images for you (I'm in Europe :p)...

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Alquerian
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Posted: 19th May 2007 21:23
Fred - I might take you up on that offer. I am a little irritated at ImageShack ATM, they are a little less reliable than I would have hoped.

Everyone Else - This next week is crunch week, I have about 2 billion students taking exams so I won't get a chance to do much in the way of updating anything, next week is also my project deadline for my other job. After that I should be fairly home-free to really spend some quality time with this. I appreciate the support!

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Alquerian
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Posted: 29th May 2007 20:18
The students are gone for summer and I have the free time that I have been looking for! I am in a good mood and I am developing a free application for the DBP community. I will be launching a thread for it (probably within the week) with screenies. As time permits I will be posting the executable application as well. It will be sort of like a lite version of Plant Life which is specifically tailored to making weeds and grass which is handy for ground cover. It will be FREE to everyone.

Why would I do this? The reasoning is two-fold. Primarily to showcase some of my work to everyone here. I know I do a lot of posting and do a lot of talking but I really haven't given this community ANY of my work yet. Here is your chance to take a look at my work and to have a free tool . Secondly, it will be a 'teaser' for TerrainScape. This application will be included inside of TerrainScape to make and build grass and ground cover directly in the terrain editor, so you can create grass and place it all at the same time, if something doesn't look right, edit the grass/groundcover in real time and see the effects as they happen right on the terrain.

You will be able to open and manipulate dbo objects and their vertex data, You will also be able to export your grass with shared vertex data as a dbo object. You can specify the tilt of grass, grass color, # of blades, # of limbs, etc. It has quite a few options already and I will be adding more as I see fit.

So look for a new post in the WIP section entitled WeedWorks!

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Ric
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Posted: 30th May 2007 23:36
All images showing fine now. 'WeedWorks' is a cool name!

Alquerian
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Posted: 31st May 2007 03:20
Thanks Ric

Anyways I have spent the last 2 days fiddling around with some code and making a little UI for WeedWorks. Most of the UI is funtional (except blade scaling), so here are a few teasers before I make a WIP later this week for it:

The Default 'clump' of grass:


Le Color Picker:




Look at all the beautiful weeds


Mess with the base offset modifier a bit and turn on the camera light


Same scene, no light


Random colorization method:


Lower the base offset:


Raise the base offset:


Anyways, what is seen here is just the beginning. Probably tomorrow I will post it's own thread, but this is the kind of stuff you can expect to be included with TerrainScape. I will take suggestions for additions and alterations to WeedWorks in the WeedWorks thread.



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Xenocythe
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Posted: 31st May 2007 03:22
Looks awesome! Great stuff, as always.

Alquerian
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Posted: 31st May 2007 23:02
Thanks Xeno

I will be posting the WIP today for the WeedWorks thread which demonstrates real time groundcover creation and manipulation. I will probably have a few screenies and a video. After I am done working on that I will probably approach my water system, which will handle rivers, bodies of water, water flow, Dynamic UV data etc.

Anyways, off to lunch!

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Diggsey
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Posted: 4th Jun 2007 22:53
@Alquerian
You already know what I think of this

PAGAN_old
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Posted: 7th Jun 2007 04:04
I can't wait!

awesome stuff

Will it be free?

dont hate people who rip you off,cheat and get away with it, learn from them
Silvester
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Posted: 7th Jun 2007 15:12
Weedworks as a loose application will be free as i remember,Terrain Scape with a more advanced version of Weedworks in it will NOT be free.
Alquerian
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Posted: 7th Jun 2007 18:33
POD has it right, TerrainScape will not be free, however WeedWorks will be free. TerrainScape will come with a more advanced version of WeedWorks as well as a few other mini-apps designed to ease world creation. Some of the ideas currently being implemented are:

A water system, which animates water based upon a series of waypoints. This will allow for water that bends around angles, waterfalls, water of different speeds and merging bodies.

A rock creation system, complete with textures and several different rock styles. The rocks will be easily customizable, and terrain conforming rocks can be 'extruded' from the surface of the terrain (Oblivion Style).

Some of the ideas that I am considering:

A complete sky system, with either or both dynamic sky with dynamic clouds, or something as simple as an easy to use skybox creator. I am not sure how complicated I want to get yet. I would love to go all out and create an entire sky-lab environment, but I need to keep my timeframes in mind here. This may be something that is released as an add-on or with an update.

Multi-Lightmapping for pseudo-dynamic transitional lighting. Basically this is a series of lightmaps of a terrain or world which will allow you to transition between them based upon the time of day (or angle[s] of the light source[s]). The pre-rendered beauty which surpasses that of any shader, while retaining maximum performance.

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Diggsey
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Posted: 7th Jun 2007 20:49
Sounds really cool! I especially like the sound of animated fully detailed shadows

Jrock
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Posted: 10th Jun 2007 17:43
Great job, Alquerian. I've a question, though. How will the user export their projects?

Practice makes perfect. But if nobody is perfect, why practice?
Xenocythe
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Posted: 10th Jun 2007 17:46
It would be grand if you could export to complete DBPro code, both for loading and maintaining the system

I love the ideas of Terrainscape having a more advanced WeedWorks. I will probably buy it, as they both look absolutely amazing. Great job Ethan.

Alquerian
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Posted: 11th Jun 2007 18:46
JRock - There are a variety of exportation options which will be included with this. You will be able to export the heightmaps for any specific use you want, you can export to .DBO or you can export to a custom format which will be supported by a TerrainScape Plugin (and loaded into dbp with).


Quote: "It would be grand if you could export to complete DBPro code, both for loading and maintaining the system

I love the ideas of Terrainscape having a more advanced WeedWorks. I will probably buy it, as they both look absolutely amazing. Great job Ethan."


Xeno - Yes, that is a great idea. I am definitely going to have it export code framework which will allow for navigation and controls of the environment. This will save time for the experienced user and enable the less experienced users the ability to create Fantastic worlds in no time at all.

I am uploading photos now for a little bit of a demonstration and discussion for both terrain and vegetation. I will have that done soon and hopefully drive a bit of discourse.

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Alquerian
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Posted: 11th Jun 2007 19:38 Edited at: 11th Jun 2007 21:25
Here are some photos I took while going on a hike the other day. When I was out to see nature, I took about a hundred photos for the purpose of studying the terrain, they way vegetation was on the terrain, and the makeup of the vegetation itself (see the WeedWorks thread for more info). Everyone is free to use the photos in any manner they see fit, private or commercial, no restrictions. The dirt could make some good detail textures (may need slight modification).

So what I was looking at is how terrain would flow, from say a meadow to a rocky/tree-covered hill.






This photo was taken for a specific purpose. You can see shaddows accross the terrain. This is something I have in store for my terrain system is lightmappable terrain, you place your objects on the terrain (trees, buildings, boulders etc.) and you lightmap right inside the editor. I will make a video of this to demonstrate what I am discussing.


The above photo also demonstrates 'lightmappable grass' in a sense as well. Visit the WeedWorks thread for more information on this.

Questions? Comments?

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Gil Galvanti
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Posted: 12th Jun 2007 19:23
Wow, this is looking awesome from those videos . My only concern is a slow down with the large amount of Poly's .


Alquerian
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Posted: 12th Jun 2007 20:27 Edited at: 12th Jun 2007 20:28
Thanks Gil You would actually be quite surprised at the performance I am able to obtain as I am not using shaders in the project currently. The Editor is by no means 'light weight' and I am running approximately 100 FPS with a few hundred objects on a mid-range (fx 5600) consumer video card. I consider that well within the range of acceptability. On my home PC I am getting 200-300 FPS with a (still mid-range) ATI x800 AGP card. My goal is to make terrains not just look nice, but to make them usable on as many computers as possible.

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Aaron Miller
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Posted: 13th Jun 2007 04:42
@Alquerian
Do you use LOD (Level of Detail) on the terrains? If you don't, I think it could up your performance quite a bit.


Cheers,

-naota

Alquerian
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Posted: 13th Jun 2007 21:29
I don't currently have LOD for the terrains, but that is something I will have for the custom format. I know that using LOD with welded vertices and limb culling will really snap performance into shape.

This combined with shaderless texture blending will make for wonderful performance and something that is easy on the eyes

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Alquerian
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Posted: 19th Jun 2007 04:18
Another weekend has passed with all me doing for anything I can call 'work' is snap a few photos at the lake. I attempted to ride a highly unsafe jetski, tanned my arms, burned my legs and satisfied my masticatory and imbibing needs.

The first 2 photos are of Mt. Shasta (in the distance) and Lake Almanor (Sir William Gates III just bought a house here).


These 2 photos were taken about 10 mins apart, about 6:00 and 6:10 am. I figured they would be interesting to share with anyone working with Fresnel water shader or lense flares.



I am back to work on TerrainScape this week for an undetermined amount of time I will be making some actually code-wise updates to the thread with screenies.

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Alquerian
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Posted: 25th Jun 2007 22:31
This weekend produced some very interesting footage for TerrainScape and WeedWorks. I have 73+(usable) different images of plants and blooms which will be added to my vegetation pack and tons of field work photos and videos for terrains. The terrains that were studied this weekend were primarily waterfalls and caves. All of the photos were taken at Burney Falls and Lassen Volcanic park (about an hour from here).

The waterfalls demonstrates the contours of the rockface and water in the images. In the videos (links available upon request), you can see the paterns of the waterspray, I couldn't help but notice how these could be recreated in 3d. I eat sleep and drink 3d, looking at everything contemplating the best way to recreate it in 3d. Call me crazy but that is what I do. On to the pictures:






Underground lava flows are the source of these caves which stretch several miles, if you are adventurous enough you can go climbing around in the 'blocked off' sections which are home to underground ice and places that you must crawl through to get to other openings. Some of the photos are dark, but hey... give me a break, I was in a friggen cave.








I am just about done with taking my 'real world' photos. Expect to see some 3D recreations of some of the environments that I have been photographing as well as some interesting updates to TS.



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Aaron Miller
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Posted: 2nd Jul 2007 01:54
@Alquerian
Keep up the good work. I'm beginning to think I should just move up to where you live, as this place isn't even half as beautiful as the pictures you are showing.... As for capturing a waterfall... I think a video would be more effective


Cheers,

-naota

Sixty Squares
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Posted: 2nd Jul 2007 02:03 Edited at: 2nd Jul 2007 02:04
Quote: "DB user 2006 + @Alquerian
Keep up the good work. I'm beginning to think I should just move up to where you live, as this place isn't even half as beautiful as the pictures you are showing.... "



Quote: "DB user 2006 +'s location: Locked in a dark, cold, cave programming "




Anyway, the pictures look nice I'm looking forward to seeing the 3D renders of thses scenes.

Alquerian
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Posted: 2nd Jul 2007 21:02
Quote: "As for capturing a waterfall... I think a video would be more effective "
I took 3 or 4 videos of the waterfall while I was there. I thought that capturing the waterfall in motion would be very important Glad you think I was right!

Quote: "Anyway, the pictures look nice I'm looking forward to seeing the 3D renders of thses scenes."

It won't be long, I assure you! I am nearly finished with most of my work with WeedWorks and this week I will be embedding WW into TerrainScape, so you will be seeing updates in both threads. Videos will come too!

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jason p sage
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Posted: 2nd Jul 2007 23:11
You know, I'm liking what I see of your project - but the biggest issue I've had with the artsy software (that I think inspires many people to start these kind of land generation projects in the first place) is how difficult it is (could be just me) to get the same look in the game with the generated media.

My point is, I'm hoping you have a way to do this that is portable enough for the DarkBasic Genre in general. Perhaps a few routines that get imported that handle the load and display - or better still - the means to know WHAT is collision worthy and what isn't (Grass versus Tree) and the means to know these individual items somehow - liek an array that has the ID and a NAME or something - So "explosive" landscape things can happen.

I'm just rambling - but things like your texture baking - and being able to see that in DB or DarkGDK or whateverelse readily - well - that adds a lot of value to me personally for the editor I'm going to use... And we know texture baking can save some CPU cycles for rendering while still looking great - SO - Having a way to recall the same level with different lighting might be something to consider - and so would a way (code wise - integrated with your level media output) to implement LOD implementations.

Perhaps all that would take is a way to break "landscape" into puzzle pieces and do a disantace calc or something ... don't know.

I do THINK for sure though the easier it is to bring in the media and manipulate the resultant level - the more apt your editor wins the hearts and minds of others... though I can only speak for myself.

Jason P Sage

Know way too many languages - Master of none
Alquerian
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Posted: 3rd Jul 2007 00:15
Jason,

I was really thinking the same thing about how you see some of these cool products out there, and they then proceed to make it a pain in the butt to get the same look within your own environment. I wrote TerrainScape with this in mind. It is written (for the most part) in DBP with a WYSIWYG interface. I have several different types of terrains from Advanced Terrain to a custom Proprietary format, all of which will come with an option to export the source code to load the scene exactly as it is seen within the editor.

Lightmapping can be baked or layered as a seperate texture layer, that is a user-definable preferance of TerrainScape. The lightmap layer will be easily modifyable for custom lightmaps as well. A future release will incorporate an integrated lightmapper which will allow for lightmapping of objects on the terrains. I have already accomplished this (lightmapping to terrains) however I have too many other irons in the fire to incorporate this any time soon.

With Advanced terrain it is already 'chunked' into limbs which are dynamically culled already, making them very easy on the engine to handle. The custom format (currently named Insane Terrains) will allow for more control over submeshing/limb/'chunking' as people know it. It will also offer a far superior LOD toolset.

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jason p sage
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Posted: 3rd Jul 2007 00:20 Edited at: 3rd Jul 2007 00:22
AWESOME. Then, how can I get a copy? Seriously? Give me a deal? I'll take a working beta (with free upgrades for the current version)... You get a couple bucks, I set an example and get to start making better scenery faster - you get hopefully encouraged to squash this very cool IRON of yours!

Seriously... contact me via email if you like jasonpsage@jegas.com

Know way too many languages - Master of none
jason p sage
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Posted: 3rd Jul 2007 00:26
Hey - Sorry to drop another one - but - if your culling works like you say - wouldn't making rather huge terrains be "easy" enough for the engine to process? I like Flying things - so having a decent terrain - with some detail - that culled correctly - <B>(sub meshing)</b> sounds doable... I wonder. I also wonder of you can make "chunks" or lanscapes that dynamically "change" (load before you cross into them while unloading ones in the rears)...hmmm

I'm hopeful.

Know way too many languages - Master of none
Alquerian
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Posted: 3rd Jul 2007 05:39
Jason - I am nearly finished with WeedWorks (another WIP I am working on) and I will be back and crackin on TerrainScape shortly. I will be releasing a beta for it shortly after I get back to work on it, I am not yet sure if it will be a public or a closed beta.

Quote: "Hey - Sorry to drop another one - but - if your culling works like you say - wouldn't making rather huge terrains be "easy" enough for the engine to process? I like Flying things - so having a decent terrain - with some detail - that culled correctly - <B>(sub meshing)</b> sounds doable... I wonder. I also wonder of you can make "chunks" or lanscapes that dynamically "change" (load before you cross into them while unloading ones in the rears)"

With both Advanced Terrain and my custom format you can make very massive terrains. They will be culled in similar fashion and yes, making them will be easy, as easy as you saw in the youtube video. The terrain's LOD will vary with the custom format, but not with Advanced Terrain. Both come standard with TerrainScape.

And in response to your 'give me a deal' comment, if you have or can produce something of value (such as music or models) then I would consider tossing around a few freebies. Hey I need media too! Thanks for your interest.

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jason p sage
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Posted: 3rd Jul 2007 05:49
I don't record everything I do - but I can play a little - http://www.jasonpetersage.com/?PAGE=jpsmain&SECTION=music

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Gil Galvanti
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Posted: 3rd Jul 2007 06:27
Those pictures look awesome . Hopefully the 3D renders will do them justice, looking forward to them .


Nabil
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Posted: 8th Jul 2007 04:36
hi.

requests:

- object from list (with preview) placing
- Y variation on object placement (from n% to n%)
- autonaming by filename+number, allow namechanging
- export to X/DBO
- export / import texture
- texture pen (a pen where i can choose a texture, pen size, pen style circle/rectangle, pen alphamask)
- where you have the markers in 3D, add an option: "level all to hight of marker"->click on marker, BANG, you got a platoe.

if you add this features, i will personally visit you to get a copy! tomorrow. whatever country you live in...

Nabil...

-Nabil/BananaAcid- The Banana has you...?!
Aralox
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Posted: 9th Jul 2007 09:07
where can i get it?


Lessen The List! (see the forum on my site)
Roborb = [00------------] - first models
Inspire
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Posted: 9th Jul 2007 09:37
Quote: "where can i get it?"


If you read the whole thread, you would realize that it's not out yet.

Alquerian
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Posted: 9th Jul 2007 18:32
Quote: "
- object from list (with preview) placing
- Y variation on object placement (from n% to n%)
- autonaming by filename+number, allow namechanging
- export to X/DBO
- export / import texture
- texture pen (a pen where i can choose a texture, pen size, pen style circle/rectangle, pen alphamask)
- where you have the markers in 3D, add an option: "level all to hight of marker"->click on marker, BANG, you got a platoe."


Nabil -
Pretty much everything you have asked for has been implemented. I dont have the autonaming done, but it is not a bad idea. And I also don't have 'level all to height marker' although you can currently quickly and easily make plateaus, valleys, riverbeds, mountains, peaks, mounds, hills etc. I am actually working on the texture pen at the moment, it is something easy to add .

Aralox - I am finishing another co-project which is to be embedded withing TerrainScape (for making vegetation and ground cover) and I will be done with that project within the next few days then I am back to work on TerrainScape. I do not have a firm ETA on a beta for it yet, but it is not too far off. It is a complicated program with over 10k lines of code and I still have a lot of work to do on it, but some of it will have to wait until after I release a beta (ie it will come out in a future version). I can't keep everyone waiting forever

I appreciate your support everyone! Hang in there, I will make it worth-while!

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Aralox
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Posted: 10th Jul 2007 09:22
oh ok. its just that i saw the first post and thought-
I Have To Have This.
Keep up the great work, and i cant wait till its out!


Lessen The List! (see the forum on my site)
Roborb = [00------------] - first models
Banana Acid
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Posted: 12th Jul 2007 01:30
heya...

thats cool. goooood work so far.

probably last idea i got: areas.

just a kind of area that can be placed @ editor, but is only used for scripting. for triggers and such.

btw: will we be able to alter the source after we bought/downloaded it (didnt figure out yet, what your gonna do)

just curious: what pathfinding theory would you use? i am trying to figure out, how A* could be applied.

post youor thoughts

greetz, Nabil.
Nabil
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Posted: 12th Jul 2007 01:31
heya...

thats cool. goooood work so far.

probably last idea i got: areas.

just a kind of area that can be placed @ editor, but is only used for scripting. for triggers and such.

btw: will we be able to alter the source after we bought/downloaded it (didnt figure out yet, what your gonna do)

just curious: what pathfinding theory would you use? i am trying to figure out, how A* could be applied.

post youor thoughts

greetz, Nabil.

-Nabil/BananaAcid- The Banana has you...?!
Duffer
21
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Joined: 9th Feb 2003
Location: chair
Posted: 12th Jul 2007 09:31
@ Alquerian,

Could you expand a bit on how easy it would be to export the bells and whistles TerrainScape landscape into your DBPro project - how involved would it be? exported dba code? media? etc. objects/grasses on the landscape?

Also, are you releasing an Advanced and a Basic version? If yes, what would be the essential differences?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Alquerian
18
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Joined: 29th Mar 2006
Location: Reno Nevada
Posted: 12th Jul 2007 18:29
Nabil/BA - (Try to only post once)
Quote: "just a kind of area that can be placed @ editor, but is only used for scripting. for triggers and such.

btw: will we be able to alter the source after we bought/downloaded it (didnt figure out yet, what your gonna do)

just curious: what pathfinding theory would you use? i am trying to figure out, how A* could be applied."


I don't quite understand what you mean by a test area for triggers. Do you mean offer a .DBA file that loads the terrain for you, where you can test out your own code on it? If that is the question, then yes. I will offer .DBA code for testing.

Also, just so this is crystal clear: TerrainScape's source will not be realeased. You won't be able to modify TerrainScape source code. You will however be able to modify the exported DBA code to your heart's content.

I am a little confused on what you mean by 'pathfinding' method. I don't currently have anything that finds paths within the terrain editor. When I release my WaterWorks package, that will have pathfinding, but I have not yet begun work on that yet.

Duffer -
Quote: "Could you expand a bit on how easy it would be to export the bells and whistles TerrainScape landscape into your DBPro project - how involved would it be? exported dba code? media? etc. objects/grasses on the landscape?

Also, are you releasing an Advanced and a Basic version? If yes, what would be the essential differences?"


What I was thinking is having a text-based project file which is parsed by .dba source code for most things. Some of the more advanced features may be loaded via an included dll. I will provide full .dba code for loading, creation and placement of objects.

I will be releasing a basic/trial version of TerrainScape. The major differences will be that the basic version will not include my commercial media packs from weedworks, it will not include many of the added props, it will not allow for multi-textured terrains or multiple terrains. I may make further additions to what the basic can and cannot do.

Visit the Wip!
Nabil
18
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Joined: 19th Dec 2005
Location: Germany
Posted: 18th Jul 2007 16:30
i meant an rectangular area that can be marked and named in the editor. it is not really an object at all, but an area you can use use in scripts :
LUA
if (UnitEntersArea(UnitType2ID(playerChar), Area('TutorialPos1')) == True ) {
call QuestInit('Tutorial1')
}


the reason i asked if i get the sourcecode if i buy your product is: i want to add game specific things for my game and also how it is suppose to save, for example:

create: terrain file, texture file, main-scriptfile (that contains levelbehavior and unit placement)

mainscript.lua
createNewDoodad('Tree1', x, y, z, scaleX, scaleY, scaleZ, name)
...

function main {
call initMapTriggers()
}

also adding a textbox and a button to live-test for lua script code, like the one above.
that is what i am planing to do.

It would make it harder to create a level editor for my game: eitehr i use your editor as part of a "suite", or i finish coding my own, that basically has to do the same as yours, just modified to suit my needs....
that's why i am willing to buy your editor, with a Licence that, for example, allows at least editing the sourcecode for personal needs, but not for distribution exept in compiled state for a specific purpose, not usable otherwise (only as editor for a specific game)...

since: you might not be willing or able to add all the features i need, hence it would not be the features another coder needs...

don't be offended, but you should try to choose a Licence (GPL, LGPL, Mozilla, whatever) that allows code manipulation for a specific purpose. GNU Licenced software is protected by the GNU Foundation and anyone will be sued by them, if violated to protect the "rules" of how the code and the software itself my be used.

so there are ways to be save: btw: i think game creators offer something similar if sould by their portal. but i am not sure.

just do me the favour and think about it.

so close to my needs/dreams...
Nabil.

-Nabil/BananaAcid- The Banana has you...?!
Nabil
18
Years of Service
User Offline
Joined: 19th Dec 2005
Location: Germany
Posted: 18th Jul 2007 16:45 Edited at: 18th Jul 2007 16:48
how the editor could show such an area: (areas for scripting, if unit kills unit in area, enters area .. and so on)


-Nabil/BananaAcid- The Banana has you...?!

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