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Work in Progress / Gamescape 3d (advanced world builder)

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Alquerian
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Posted: 15th Apr 2007 08:18
Yeah sure, I wouldn't mind sharing it with you. I have it at the office, I will get it over to you on monday I actually have a few other things that you might find of interest, nothing I would consider a trade secret but I think you would find them useful

Visit the Wip!
The ARRAYinator
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Posted: 15th Apr 2007 18:12
Thanks Alquerian! That will help alot! As for current progress. I am currently experimenting with adaptive meshes such as the roam algorithm but obviously simplified. The only thing im afraid of is how slow it will be if I have to regenerate the mesh in realtime. So ill just have to see when I get around to finishng a framework algorithm with it. Anyways thanks Alquerian!



Syncaidius
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Posted: 16th Apr 2007 11:54
I've never seen terrains look so awesome in DarkBASIC Pro!!

Great work ARRAYinator!

The ARRAYinator
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Posted: 16th Apr 2007 22:50
Thanks DBking! By the way world is an awesome tool man! I will be a little slower with updates as Vacation is over. But I will continue to make them as I am also working on a game in unison with this and trying to get it implemented into my openGL based engine. Anyways thank you all for your support I really do appreciate it! Thanks



Gil Galvanti
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Posted: 17th Apr 2007 00:41
Wow, that looks great so far, especially the multi-texturing. Great job .


Alquerian
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Posted: 17th Apr 2007 01:14
If you have IM, add me on MSN and I can get you the information I was talking about.

Visit the Wip!
Coder#05
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Posted: 17th Apr 2007 01:15
"newton editor thingy"
Cant remember what the name off it was, but i do remmember that i found one made by math98

hope it helps a bit.

oh and nice terrain editor hehe !

easy comes easy goes
The ARRAYinator
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Posted: 17th Apr 2007 03:12
Thanks guys!

@coder#05 Ill have a look and Thanks!

@Alquerian I don't have an msn account but if you would like to send me an email at
Quote: "the_arrayinator@hotmail.com."
THat be cool!

@Gil Thanks alot! Im glad people like it! You all will be able to use it soon but I like to have anything pretty bug free before I release,lol!


Thanks again everyone! ill be able to work on it much more after this week because I have alot going on this week,lol But then my schedules open for awhile. Thanks!



Sixty Squares
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Posted: 17th Apr 2007 03:27
That last picture looks truly magnificant. I had no idea this editor was capable of that. I like it GREAT work here ARRAYinator, keep it up!

P.S. If this exports to DBO then I will love it

The ARRAYinator
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Posted: 20th Apr 2007 03:43
Thanks sixty! I am going away for the weekend towmorrow. But rest assured when I come back I will implement realtime editing of the various shaders I have implemented. I will also add tile texture support for those who want to use there media from matedit(for example) and load it into the editor. I will also work on advanced import and export options and upgrade the ui so that you can see the radius of such things of the hill brush in realtime. After this I will move onto more advanced features that you all will like alot(newton, octree(or something like it), sparky's collision, advanced entity placement etc. Thanks again guys and I promise I will continue to keep bringing updates.



Deathead
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Posted: 21st Apr 2007 00:40
Nice can't wait it would be such an achievement to you that this is made because this rocks and rolls

Check in today!-PLS
The ARRAYinator
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Posted: 23rd Apr 2007 00:52
Thanks Deathead! I promise it will get done! well I will not be busy any more for a while so I am picking this back up I will work on the auto texturing now and I will post updates quite fast hopefully so if theres any features that you want post them! Ill post back soon!



Hayer
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Posted: 23rd Apr 2007 16:04
It looks great!
If you want me to host your prosject please take a look at
http://www.pederslekeland.com

Need webspace for your game?
Contact me at cpu1400@msn or msn (peder.husom@broadpark.no)!
The ARRAYinator
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Posted: 24th Apr 2007 02:53
Well I have green gandalph's latest shader working! Unfortunately theres something wrong with the normals of the memblock matrix that I can't figure out so I decided that for now that would be an AT and .dbo feature. Thus the rgbmap method will be the multitexture method for the memblock matrice at the moment. Well here is a screen of the latest feature with a one way directional light and a at preview of a gamescape exported terrain. This feature is a last step feature as it slow down realtime editing and must be used with an at object which must go through heightmap conversion before its displayed. But long story short it works and the heightmap export has an extra level of smoothing. Hope you like it!





Deathead
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Posted: 24th Apr 2007 21:17
Still Rocks and rolls! If this was out on cd-rom and out in stores prepare for me camping outside.LOL
Looking GOOD!

JOIN NOW!Or be square!
The ARRAYinator
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Posted: 25th Apr 2007 02:18
Thanks Deathead! I want to keep moving forward but I honestly think that a new lod system must be added. I am intrested in doing an adaptive mesh which will allow for huge seamless terrains and a performance boost. Hopefully I get the normals of my terrain system worked out. will post back soon! Thanks!



The ARRAYinator
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Posted: 26th Apr 2007 02:22
Hello everyone! Just posting back to let you know what im working on. I will be cracking open the terrain system to fix some things so that I can get this shader working properly and add a nice new culling/lod system ive devised today. I also have some really cool features planned including lightmapping, realtime sky, water foliage, wind etc. That I actually have from other projects and will be brought to the editor right after this shader and culling thing is worked out. I appreciate all your support! Thanks!



The ARRAYinator
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Posted: 27th Apr 2007 00:32
Very awesome news! I know have the memblock terrain doing realtime texturing! THe normal data is fixed and we are on the road to some of the most amazing terrains darkbasic has ever seen,lol. I will post a video of these features very soon and im sure you will like it. Thanks everyone!



Game King
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Posted: 27th Apr 2007 03:28
Man, that's nice.

Can you please explain to me what "world builders" do.

Like Once I add objects in the "world builder" do I still have to load it in my code?
The ARRAYinator
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Posted: 27th Apr 2007 23:28
Sorry guys Ive hit a wall with getting the normals on the custom terrain object just right. Rest assured It will be awesome when I get them squared away.

Quote: "Man, that's nice.

Can you please explain to me what "world builders" do.

Like Once I add objects in the "world builder" do I still have to load it in my code?"


Thanks! what this basically does is you create your terrain,load in your objects place them set some properties(physics, AI anything I want to add),lightmap and or place dynamic lights and export it with a variety of options such as exporting the terrain to .dbo or to a format parsable into a memblock mesh or whatever.You can also export to advanced terrain as of two days ago. The objects are then exported into an easily parsable format and a demo will be provided so you have to include only a .dba file or a dll and call one function. The foliage will be exported in a similar way as objects along with environment properties such as water, sky etc.

Basically you will be able to visually be able to construct a complete game world or level and load into dbpro and you will get exactly what you see in the editor. Rest assured I will make sure its extremely simple. Hope this helps.



Game King
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Posted: 28th Apr 2007 00:26
Thanks for the explanation good luck !
The ARRAYinator
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Posted: 28th Apr 2007 03:23
Thanks! I now have all the shaders and texturing methods working! Im hoping to take a few fraps videos to show you all some of the cool features so hopefully I can find it,lol. Ill post back soon with screens and a vid soon!Thanks everyone!



The ARRAYinator
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Posted: 28th Apr 2007 04:43 Edited at: 28th Apr 2007 04:45
Hi everyone! Heres my initial results with realtime texturing and road carving. This is a low poly mesh 30x30 but it doesent look half bad.This is really just a test. Im going to make some seamless textures towmorrow with a high poly mesh and we should see some awesome results expecially with lod applied performance wise.Please note that this is my actual terrain mesh not advance terrain and is set up for realtime deformation and realtime texture editing unlike before. Thanks!





Deathead
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Posted: 28th Apr 2007 14:36
This PWNS ALL!
Keep on the good work! Its music to my ears seeing your work! Looks wicked can't wait to use it!

JOIN NOW!Or be square!
The ARRAYinator
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Posted: 4th May 2007 22:57
Thanks Deathead! I have been a little busy lately but im going to spend this weekend working on some awesome new features! I am thinking about changing the GUI though as it is quite buggy and is hindering rendering performance but ill work on that later. Ill post back soon with another feature or two,lol. Feel free to make feature requests, now is the best time, Thanks



The ARRAYinator
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Posted: 4th May 2007 23:21 Edited at: 4th May 2007 23:47
Heres a new video of manipulating a basic heightmap by loading it in smoothing it, calculating lighting and basic vertex manipulation. ITs a little dark so I would put it in full screen. Ill be making much better ones but I wanted to test out my new youtube account,lol. BTW I tried to use fraps to capture the actual loading of the heightmap using the windows api but it doesent show up in the video so I left it out for the 30 second video restriction, thanks!

[edit] please note that the lighting has to be updated after editing or it will be blocky.

New!!! watch the first one its much betterI think,lol
http://www.youtube.com/watch?v=CYvioQ2bwBQ

http://www.youtube.com/watch?v=l5TvKRxxINE



The ARRAYinator
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Posted: 5th May 2007 01:35
made some improvements to the terrain gen code and its much faster! Ill be working on making the editing more user friendly and also add in water etc. Check out the vids above if you want to see the editor in action. Thanks!



Alquerian
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Posted: 5th May 2007 01:56
Looks very nice What sort of framecount are you getting with the shader?

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The ARRAYinator
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Posted: 5th May 2007 05:49 Edited at: 5th May 2007 05:49
Without culling and with a relatively large sized terrain I am getting 20~ and in game 31~ consistently . With a better culling routine ill hopefully decrease the amount of polys significantly. Considering this is on a fx 5500 and a celeron d machine so maybe it isnt that bad. I am hoping to come up with some other terrain texture methods also but this one by far looks the best. I will test it on other pc's to get a better idea but rest assured if theres anyway to squeeze more performance out of this I will pursue and implement it. Thanks Alquerian!



The ARRAYinator
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Posted: 5th May 2007 23:46
Im working on adding new procedural terrain raising functions at specified radius etc. I have given the ability to manipulate the lighting as well. I will post back with new screens soon and vids. again please be sure to post comments and suggestions. Thanks!



Aaron Miller
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Posted: 6th May 2007 01:17
@The ARRAYinator
Check my WinGUI thread for my response to your question.

Cheers,

-db


What? You mean I cant sleep here???
The ARRAYinator
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Posted: 6th May 2007 01:23
I just looked over there thanks for the reply. I will be attempting to get it working properly but ive been getting an error message which just might be a sign of me needing to do a fresh install of windows. Anyways GG and I have been trying to work out some odd problems with the normals but I think GG has found a solution using vertex welding so I will go look into that. I have also gotten myself back into shader development and ill see what I can come up with. Anyways thanks for your support!



Shadow heart
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Posted: 6th May 2007 01:36
this looks good

to the ones thats trapped inside of you, this is it!!
Aaron Miller
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Posted: 6th May 2007 01:58
@The ARRAYinator
Whats the error?

Cheers,

-db


What? You mean I cant sleep here???
The ARRAYinator
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Posted: 6th May 2007 02:01
Its the typical microsoft send error report one. Ive been getting them a lot lately,lol.

@shadow robert Thanks!



Aaron Miller
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Posted: 6th May 2007 02:09
@The ARRAYinator
Unless you have "startWin32" at the start of your program, this is to be expected.

Cheers,

-db


What? You mean I cant sleep here???
The ARRAYinator
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Posted: 6th May 2007 02:14
I don't even remember if I put that in,lol. Im going to look into converting towmorrow if thats the case. Thanks so much db user your plugin is amazing. Ill let you know how it goes when I try it towmorrow. Im closing down for the night so Ill pick up where I left off towmorrow. Thanks everyone!



Aaron Miller
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Posted: 6th May 2007 02:43
ok, good luck.

Cheers,

-db


What? You mean I cant sleep here???
The ARRAYinator
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Posted: 6th May 2007 21:21
Thanks DB. Im going to got try it out but Im working on a new texture shader and I feel im almost there,lol. I think im going to buy darkhader soon I have a feeling its going to be more user friendly then notepad. THe shaders not going to replace GG's at all but I have this obsession with trying to do new things myself even if it puts me a little off track. Thanks!



The ARRAYinator
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Posted: 9th May 2007 01:10
Hello everyone ive been working a little bit on a new texture method for those with slower cards like me. So I wrote a simple shader in notepad,lol which at the moment blends a lightmap, and two other textures based on the heightmap, there is also the ability to draw roads via another grayscale or rgbmap image. It seems to also compile with pixel shader 1.x . I will continue to work on it and I will post a screenshot of it when I can get a decent example ready,lol. I also have got ianm's vertex welding code working outside the editor and is awaiting implementation.As I said before if you want any specific features please let me know now and I will be happy to try. Thanks!



The ARRAYinator
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Posted: 9th May 2007 03:56 Edited at: 9th May 2007 03:57
Heres a simple screen of the shader I wrote for the editor. I need to brighten the colors quite a bit but you can see the textures blending and the lighting. I will post a much nicer one towmorrow when I can aquire the proper media and time.





The ARRAYinator
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Posted: 9th May 2007 23:48 Edited at: 10th May 2007 00:00
Hello everyone! Just postin back to let you know that the shader is nearing completion. I will also be revamping the gui thanks to dbusers plugin this weekend as it will take a considerable amount of time to get right. If anyone wants something in the shader as I will be posting it soon please let me know now.

screen of custom shader applied to the terrain object with a simple road:






The ARRAYinator
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Posted: 10th May 2007 01:47 Edited at: 11th May 2007 01:38
New vid of the shader with a control/color map applied. Runs at 55~ on my celeron D fx5500 pc. Tell me what you think!

http://www.youtube.com/watch?v=e3rHfBv44lc

Heres a screen:



Game King
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Posted: 10th May 2007 02:20
Awsome work! keep it up!
The ARRAYinator
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Posted: 11th May 2007 01:46
Very good news! I have got it working with advanced terrain. I will post screens and a vid in a few minutes. Feel free to comment Id really appreciate it. Thanks Game King!

The ARRAYinator
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Posted: 11th May 2007 04:01
Sorry guys something came up. Ill see if I can whip up a test scene now otherwise ill definately do it towmorrow.

The ARRAYinator
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Posted: 11th May 2007 04:42 Edited at: 11th May 2007 04:48
Heres some early screens with three blended textures and a path. The cool thing is that I made the media in about five minutes and with a little work I can see this being very powerful especially when I add more layers for more powerful cards. Its also on an AT. Ill make a more advanced scene towmorrow when I have some time to really see what I can do with it. So here are some screens of it on the much overused advanced terrain heightmap:









Aaron Miller
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Posted: 11th May 2007 05:06
Congrats, keep up the good work.

Cheers,

-db


96% of the universe appears to be missing.
Deathead
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Posted: 11th May 2007 15:13
Wow!REALLY WOW!
I love this program just by looking at the screens!
And i have a Lava Texture if you want it.

JOIN NOW!Or be square!

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The ARRAYinator
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Posted: 11th May 2007 23:59
Thanks guys I really appreciate it! Finally the weekend is here,lol. I am planning on getting a lot of things done including the reworking the GUI as I keep mentioning,lol and integrating the new shader. I also would like to rework some of the controls and hotkeys and also add a new type of 3d cursor and hopefully in the next month ill start working with more advanced features such as foliage which I keep working on little by little.

Im planning on sticking with this project even if it requires me to force myself into working on it somedays. I think we all experience a point to were we lose intrest in a project for a while but because of what I have learned from it and also the potential for it to be a major help for my future projects and of course the others who will use it when I complete it hopefully.

I have a few questions now regarding the shader. As for blending the textures do you prefer rgb maps or grayscale alpha maps for each layer? rgb maps are useful in order to save space and have one map to view where all the textures in relation to each other. On the other hand grayscale maps seem easier to work with color value wise. I know how to do both and I know GG has an rgbmap shader but as I said I want to try to do stuff on my own and also it gives me the ability to know the code inside out and also to have my own new cool features. I will also be looking into other techniques just to see what kind of things there are out there. Thanks!

BTW deathead ill find a use for that lava texture

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