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Work in Progress / Strata Works

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The Wendigo
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Posted: 4th Jan 2005 14:04 Edited at: 4th Jan 2005 14:05
That is an excellent question! Creating a good terrain can be tricky at times, and as such, I think it would be more than beneficial to have a tutorial to reveal the "tricks" that I have learned. Until I get a decent tutorial up, hopefully these pointers will help:

Strata Works Tips:
-The very first thing you should do is plan what you want your map to be like (which probably could go without saying), and what kind of climate would work best for it. For instance, tall mountains might look best with alpine-snow, plateaus might look best with rocky deserts, and smoothe rolling hills tend to look best with grasslands. Don't let this limmit you, but keep it in mind as a guide for making believable landscapes.

-Sometimes cliff topography isn't good enough: To get around this, create a Default, Strata Layer, and then create a Plateau, Topographic Layer. I tend to stick to this method which actually evolved from an earlier version where the Cliff's didn't work quite how I wanted . They have since been fixed, ofcourse.

-Do not underestimate Overlays! Especially with Stratas, Overlays can add details which can be the difference between a novice looking map, and a professional looking map.

-I heard it once said that lighting is one of the most overlooked aspects of a scene. Make sure you don't fall into this pit! In general, the lighting controls not only the mood, but the 3-dimensionality of a scene and how the scene feels: cold or warm. If you are creating a survival horror game or any type of game where you want to scare people, stick to cold or neutral colors (blues and/or greys). If you want a more action packet, shooter-style game, use white as your sunlight color and something around half-tone (grey or a grey-blue) for your ambient lighting.

-Another thing about colors: if you are trying to do a sunset, try using an almost pure orange for your sunlight color, and a very dark grey-blue. Night scenes can be very difficult to accomplish. Try using a decently light grey-blue for the sunlight and an almost black grey (or even black if you wish) for the ambient lighting. Remember, though, that the most important thing about lighting is that you almost never use pure colors! Stick to pastels as much as possible (colors with white in them). If you use pure blue, for instance, you will quite easily lose the red and green component entirely if you are not careful!

-And the biggest rule to remember is simple: if you don't quite like it, keep messing with it. Eventually, you will get it just right!

I know that it can take some time to render an entire scene at times, and I don't like to give away what I'm about to do next, but one feature I'm hoping to implement to help perfect your scenes quickly is a Render Preview. It will probably output the entire image into a smaller box (say 256x256) so you can get a rough idea of what your terrain will look like. I say "probably" because I'm still deciding the best approach to implementing this. Well, I hope this helps! Off I go again!

[Edit] - I just remembered something: I'm planning on updating (rewriting) the help file for next update!


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xtom
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Posted: 6th Jan 2005 03:22
Thanks for the good tips. I had to change the color depth of my exported heightmap from 8 to 256 to get my map to display correctly in dbpro. Don't know what thestory is with that but thought i would mention it. And somehow the program save my swx file as a bmp, I had to rename it to swx to load it again, might be a bug. Also what is the height diveder number for?
The Wendigo
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Posted: 8th Jan 2005 08:31
As for the height map bitdepth glitch, I've noticed that sometimes too. I'm not entirely sure what causes that, cuz with my programs it doesn't every happen, but I noticed with DavidT's Mercs 2, it does happen. I don't think it has anything, really, to do with SW, but I'll look into it. As for the BMP that should be SWX, I had that happen to me once too. I think it happens once you export the map to bmp and then save the project, but again, I'll look into it.

The Height divisor is a very important number. It defaults to 2 with a 512x512 map. What this does is divides the height map dimmensions by this value when exporting. That way you will end up with a 256x256 heightmap and a 512x512 texture/topography map. The purpose is to save polygons, thus, increasing performance while still keeping desent quality. Again, the divisor factor will not affect your texture/topography map in any way.


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ALPHA ZERO PRODUCTIONS
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Posted: 13th Jan 2005 20:31
hey wendigo did u send me something ?

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The Wendigo
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Posted: 14th Jan 2005 12:20
Did I? no. I think I gave you a key a while back ago, but nothing recently. I said earlier that the current version of Strata Works on the internet is LITE only and for those few who have keys to email me if they want the full version. Gunna get to uploading full version now.


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ALPHA ZERO PRODUCTIONS
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Posted: 14th Jan 2005 20:19 Edited at: 15th Jan 2005 23:17
oh i think i deleted the e-mail with the key because i got an e-mail with a key in it and i saw the part "strata"(i was thincking about the strata engine not strata works ) . so can you resend me the key please plz ?

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dj chainz
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Posted: 15th Jan 2005 05:50
Just discovered this - looks AMAZING!!

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Static
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Posted: 16th Jan 2005 05:42
Looks brilliant i wish i'd noticed this earlier,
downloading it now
Static
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Posted: 16th Jan 2005 05:54 Edited at: 16th Jan 2005 05:55
amazing! i made a beautiful terrain in a couple of minutes.
How much is the full version and how do i get it?
ALPHA ZERO PRODUCTIONS
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Posted: 17th Jan 2005 12:18
hey wendigo add a "export heightmap as .x" feature please

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TEH_CODERER
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Posted: 18th Jan 2005 03:02
How can you export a heightmap as .x?
A heightmap is an image whereas a .x is a 3D object.
However, exporting as a .x object would be cool but tricky.

Static
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Posted: 18th Jan 2005 06:18 Edited at: 18th Jan 2005 06:18
Quote: "However, exporting as a .x object would be cool but tricky."

yeah that would make this program perfect. Please include export to .x otherwise i'll have to try and program my own converter.
The Wendigo
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Posted: 20th Jan 2005 14:06
DJ, Julz: Thanks for the complement

Wow, been away for a bit too long. I'm still having huge difficulties with certain aspects which are hampering another update, and the complete marketable version. So to answer the question about when will it be sold, the answer is, it's going to be a while, probably. Very sorry for that inconvenience and I'm working hard to rectify the situation!

Someone asked me about .x export a while back ago. It is planned for full release. As far as whether or not it will be in the LITE version is still up in the air at the moment. Also, I've worked with the .x format in the past and found it to be a bit tricky as far as multi-textureing is conserned. To be honest, I've never really tried multi-texturing. So that may be a problem, but at the very least I will try and get a topography map placed correctly over the height map of a .x file.

@Alpha: I can get you one more key since you deleted the other one, but I will say that I cannot give out keys due to losses anymore for anybody. If you receive a key (promotional keys are no longer being distributed) then be careful not to lose it.

Also, for people now and in the future who have keys: The current Strata Works version is LITE ONLY! Due to possible security flaws, I've decided to only distribute the LITE version. For those with keys, I hope to have a full version posted within 7 days of this post. YOU WILL NEED YOUR KEY TO UNLOCK IT!


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The Wendigo
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Posted: 22nd Jan 2005 13:11
Okay, I've decided to come forward with some bad news which will delay Strata Works for what will be probably quite a while. I'm doing this for two reasons: Firstly, I don't want people getting their hopes up about a new patch that isn't going to be arriving for a while, and secondly, I've got people who want me to put some stuff into Strata Works that at present is unfeasable, and I feel I owe an explanation as to why.

Due to some issues, I can't really go into, I am unable to continue using my VB6 projects for distrubution. Because of this, I had two options: convert my code from one language to another, or rewrite from scratch. An attempt to convert the code to VB.NET proved unsuccesful. There are just too many API calls and GUI tricks (plus OCX files etc...) to deal easily with this. So I have had no other option but to rewrite Strata Works from scratch. This is a larger task than it may appear as my entire Graphics Library I had been using for building Strata Works was also VB6 code and did not convert. Basically, I need to rewrite the Graphics Library and then rewrite Strata Works. On the plus side: my work has yielded working Graphics Library now which supports most of what I need Strata Works to do. This is a good enough start to get me back on to rewriting the Strata Works code and I will update the Graphics Library as I go.

I am very sorry for this inconvenience to everyone, but one thing this should guarantee a cure for is: some of you have complained about Strata Works not being able to find certain files in order to run. This should no longer be an issue as long as you have installed the .NET framework.

Seeing as this is a second rewrite of Strata Works, I have not decided if I will be modifying its name. For those of you who have keys, this version will also use the same keys or new keys will be provided for you.


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Static
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Posted: 23rd Jan 2005 03:21
oh thats a pity
Peter H
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Posted: 3rd Feb 2005 22:24 Edited at: 3rd Feb 2005 22:25
heh...sorry i didn't check back to this thread...i kinda forgot about it


BTW my e-mail adress is Magellan_Studios@juno.com

if you need any hosting for files then don't foget to ask (i know i didn't respond before lol if you e-mail me i'll for sure get it because i check my e-mail more then once a day...)

"We make the worst games in the universe."

The Wendigo
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Posted: 8th Feb 2005 17:35 Edited at: 9th Feb 2005 13:18
It's been a while. I must admit, due to frustrations, I did take some time off from working on Strata Works. However, I have been working on it again and the reason I am posting is because I'm becoming very excited about the .NET version of Strata Works. Before I go any further, however, I must say that projects have a 99% chance of not being backwards compatible. What does that mean? Well, if you made a project in the old (current release) of Strata Works, it will not load into the new version I am currently working on in .NET. Don't fret! The hardest part of constructing a good map is the heightmap, and I definitely plan on allowing heightmap import in the .NET version, so all you have to do to keep your terrain is export a bitmap of it and import it back into the new version!

Now, to the fun stuff! As I've been working on the new version, I have made some tricky balances that will result in new features and afford great performance. I actually have a working Topography engine and a basic Light engine going and both build the maps at a greater speed than the last version, and I'm not even done optimising the code! What's more is that I have been walking a tightrope between allowing my code to integrate with the .NET Drawing libraries as well as keep this speed boost and have done so with great success so far. Because of this, a Strata Works Image can easily convert to a Microsoft Drawing Image which can allow for not only more secure file formats, but also the allowence to export or import in more than just the standard .BMP extenstion! I need to investigate further, but I will assume that JPG and quite possibly PNG and TGA will be supported. GIF probably as well, but I doubt many of you will be importing via GIF.

Other modifications to Strata Works:
Topography: I've been experimenting with the Strata Draw Method and have come up with a slightly different system. As a result, the method now draws vertically and horizontally (creating a bit of a plaid texture). Combine this with a Plateau Layer and the resulting terrain should look less streaky. Also, the Topography engine runs much faster, or so it appears. Another new modification, which I said I would do in a previous post, is make it now where EVERY layer has height bounds. They will default to 0 and 255 respectively, but now allow you to create altitude boundaries so that layers will only affect altitudes between the lower and upper bound (ie. Lower bound 15 and Upper bound 127 will only affect terrain altitudes higher or equal to 15 and lower or equal to 127). Also, for sake of file size and speed, I got rid of the floating point heightmaps. They were great, but now aren't necissary as the new lighting system is much more optimized and removes artifacts. So, onto...
Lighting: This whole engine needed a revamp from the start! Since I've had to rebuild SW from scratch, what better chance? So now, I've added some advanced tools to the Lighting toolbox. To remove artifacts, I've created various smoothing techniques: Normal Difference, Square Difference, Cubic Difference. These all affect the levels of elevation surrounding a ground unit. The result of each offers various advantages and disadvantages, but can add to quality or world mood. Intensity is a simple multiplier on a light. Though simple, its impact on mood is dramatic to a map. Last but not least, there is now a Difference Limmiter. This is a simple value (which will have a nice, safe default) that determines when a pixel difference is too small to be reguarded as a bump on the map. The Difference Limmiter is key to removing annoying anomolies from the map while still keeping a nice rocky hillside or cliffs.
All in all, since I don't really have a User Interface yet (everything is hardcoded sofar), I don't really have anything to show, but restassured, I'll throw stuff up when I get the chance. I just wanted you all to know Strata Works isn't dead!

@Peter_
Again, thanks for the offer on webspace, but that is taken care of now. I have ample space for hosting Strata Works and many other Wendigo Soft projects.

[EDIT]
Good news, Strata Works .NET appears to run just fine in 16-bit mode. I have no way of testing 24-bit mode, but the current version of SW will only run in 32-bit mode. So now, you will eventually have at least 2 modes you can run SW in: 16-bit and 32-bit!

(There are currently no new downloads or updates pertaining to this post)


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The Wendigo
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Posted: 12th Feb 2005 13:13 Edited at: 12th Feb 2005 13:16
Geeze, I didn't realize how large my last post got. Oh well I'll make it up to you all with a short one . Not a whole lot going on right now, although I may have been wrong about doing away with the Floating point Heightmaps. Unless I can figure a way to deal with scaling that actually runs fast, then they may come back. In the meantime here's a shot made with the new SW and presented with DOOP for your pleasing:




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Cian Rice
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Posted: 12th Feb 2005 22:21
That landscape is incredible.

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Peter H
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Posted: 16th Feb 2005 10:23
you=l33t

"We make the worst games in the universe."

The Wendigo
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Posted: 16th Feb 2005 16:29 Edited at: 16th Feb 2005 16:41
Thanks guys! The positive responses (and quite frankly any negative responsese anyone might have) do very much help me in gearing this project in the right direction.

News
Ok, I'm probably going to regret saying this, but here goes: It's looking like I won't need the floating point heightmap method after all. However, The method I'm using for proportionate building after scaling, though fast, is very imprecise. As such, if I feel that I must say, them floating-point heightmaps may be back (don't like em...a bit too large!). Size may not matter, though, as I'm toying with the idea of making 3-byte or 4-byte based heightmaps for enhance precision. Don't get your hopes up .

Biography of Strata Works
To be honest, I don't think I've really announced to the world much of the origins of Strata Works or why I believe in it so much. Originally, I had a great idea for rendering strata rock onto a heightmap. I wasn't sure if it would work or not but decided to write a small program in Visual Basic 6 to test my theory. To my surprise, it worked! There was need for some major tweaking, but I had a very nice "Strata" based, texture generator. In an attempt to create a unique landscape creator I decided to base most aspects of rendering off this new "Strata" Method. Unfortunetely, that had mixed results, and some of these results weren't very convincing. It was enough, however, to give me the idea to try and make this unnamed program into a professional grade topography generator. Thus, the Strata Works project had commensed. Instead of basing Strata Works off of programs that other people had created and try to "improve" on their ideas, I decided to make Strata Works from the ground up without looking at other programs which do similar work. By logic, it happened to mirror many aspects similar programs have, but overall was still its own original program. The other major factor in Strata Works originality is that instead of building it to compete with other similar programs, I've been building it to compete with the hardest competetor of all: The natural world. Blessed to live in a region that has much diversity in landscape, I am able to model Strata Works' engine in such a way that I can compare it to real world surroundings. The previous picture is a great example of this. Although an exageration of reality, the colorschemes of the rocks and grass are very much in line with reality as well is the proportion and placement of rock to grass. The end result: a landscape as close to reality as you can find real-time rendered anywhere else other than the real world itself.

Updates
While there may not be a new Strata Works download for quite some time, I do hope to throw usefull information about Strata Works' progress, unique information, biography, hints and tricks to making a great terrain, as well as any other facts or information the community might find interresting about Strata Works. Also, due to a busy life, I will be aiming for a weekly updates or more if I can.
If you haven't tried the original Strata Works, then feel free to give it a download while you wait for the new and improved Strata Works: http://www.wendigosoft.com/projects.html


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Cian Rice
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Posted: 17th Feb 2005 03:43
This program is amazing. Next week when DBP finally arrives I'm implementing my landscape into my game engine.

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ALPHA ZERO PRODUCTIONS
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Posted: 20th Feb 2005 09:35
hey anime i like your site. good job

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Cian Rice
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Posted: 20th Feb 2005 09:50
Thanks.

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Posted: 20th Feb 2005 10:14
your welcome

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John H
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Posted: 21st Feb 2005 12:57
Wendigo: Id like to chat with you via AIM, my entire team loves your landscapes, especially including myself

Excellent work, cant wait to see where this project is going (I know its somewhere good)


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Cian Rice
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Posted: 25th Feb 2005 08:12
This has probably been asked already but how much will the full thing cost?

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The Wendigo
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Posted: 28th Feb 2005 04:37
Time for a quick one. The cost is in the air right now. No more than $60.00 I'm sure, but even that is probably too high. I will say that there is no guarantee on the price of the product when it ships, and again, it's going to be a while before I finish the full version. I hope to modify this post later so stay tuned!


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The Wendigo
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Posted: 12th Mar 2005 11:34 Edited at: 12th Mar 2005 12:29
Ack! I said the word 'ships'. This implies that Strata Works will be boxed. Strata Works will not be boxed. It will be ELECTRONIC ONLY. For everyone at the forums this shouldn't be a problem, but I just wanted to clarify that before questions reguarding packaging occured .

Been a while again. No updates to say so far. I have to admit that I am a bit overwhelemed with Strata Works right now, but that won't stop me getting it done.

[EDIT] - I bit the bullet and did it! Projected shadows are back. They are a heck-of-a lot slower to render, but at least now they are accurate. Unlike the old version, these shadows actually appear correctly due to sunlight direction on all axis. That's right, now when you begin to set the sun, the shadows get longer and there is more ambient lighting to sunlighting. Currently, however, you will have to mess with ambient and sun-light colors to make a really convincing sunset with dark blues and oranges, but now the shadows and light ratios play along as well . There still is more to be done on the projected shadows. Currently, they do not blend like the older version shadows blend, but it's still a WIP. Hopefully I'll have a screenshot soon!


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Ric
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Posted: 12th Mar 2005 22:40
I just tried out Strata Works, and I thought I'd give some feedback - hope you find it constructive. I've only been playing with it for 30 minutes or so, so these are first impressions.

I like the overall usability of it - and I like the fact that you can create a terrain within a couple of minutes of starting.

Minor things: I'd like to see the layers and height tool windows start off in a sensible place, rather than having to move them out of the way. Also, I noticed some icons/buttons have captions which appear when you mouse-over, but not all of them. Also, I couldn't figure out the difference between 'add new layer' in the layers window, and 'import topography layer' in the topography menu - if they do the same thing then I think they should be called the same.

As for the height editor, I would prefer to have raise terrain on the left mouse button, and lower terrain on the right mouse button - it seems more intuitive, and saves having to constantly change tools. The move map could be switched to the middle mouse button, and I'd like to see the ability to zoom into the map using the scroll wheel.

My biggest critisism of Strata works, is the lack of 3-d editing - I personally don't see a huge benefit in using this rather than, say, Paintshop, for creating heightmaps, if you can't see it happening in 3D. I'm thinking of a Multiscape style matrix editor, where you can adjust the shape of your landscape while you are actually in it.

The layering of textures onto the terrain seems quite versatile, and I like the strata concept, although after the short time I've been playing around, I haven't really managed to get results that are exactly as I want - it was a little bit unpredictable, trying to guess exactly what your going to end up with. Again, if you could actually paint your textures/layers directly onto the terrain in 3D, then you'd have precise control over what you will end up with.

As for the final result, the rocky terrains I've created so far look nice, but not realistic. The strata are a bit too blurry to be convincing. I think doing grassy/snowy/desert like terrains will look more convincing, where the blurriness doesn't matter so much. I guess that's just the effect of stretching a texture over a large area.

One final thing, I haven't figured out how to alter the detail map. Perhaps I just haven't got to grips with it yet, but all terrains all seem to have a lunar like gravelly surface up close, no matter where you go. I know that advanced terrain only allows one detail map, but I was hoping for some clever system that got around that.


Cian Rice
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Posted: 13th Mar 2005 00:42
I agree with Ric on the 3D Editing part, it would be a huge plus.

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The Wendigo
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Posted: 13th Mar 2005 08:18 Edited at: 13th Mar 2005 08:20
Thanks for the feedback. I very much appreciate it. One nice thing you may like to know (although it might be a bad thing depending on how you look at it) is that now all tools are taken care of on a sidebar to the right of the screen. The floating windows got too cumbersome for me so I decided that a sidebar with all the tools in a tab-box would work best. There are currently four categories of tools now: Height, Layers, Lights, and World. Height, as you would expect, has to deal with elevation and the general map look as the original Strata Works did. Layers and lights work about the same as before, as well. The new addition is World. World is now where you can find the Pretest button (which will also have a menu item for it), but does much more than just pretest. Strata Works projects will now save more detailed game information which you can use or exclude from your actual game engine. This includes the width, height, and depth of your map, sky color, fog color, and fog distance. I've decided to include these as you may find that adding certain features to the map in pretest gives it a very nice look which you may want to carry out into your game.

Add Layer and Import Layer do different things. Add Layer allows you to add from the existing library of different layer types while import layer allows you to add your own custom textures into Strata Works.

About not being able to paint your layers directly onto your terrain, have you explored the Layer Mask tool? The Layer Mask tool allows you to say exactly which parts of the map you wish your mask to effect. It works just like painting your heightmap. The redder an area is, the more your layer will affect the map. Note, also, that you can still use special layer methods with masks. You can set a cliff layer and mask out a certain section of the world. That layer will only paint cliffs in that particular area.

Your idea about actually seeing your height map as you paint it is a really great idea! Since I haven't started the heightmapper yet in the new version, I may implement something along those lines. Don't expect a fully 3D heightmapped environment like the Pretest is, but it will definetly be something that will allow you to understand better what is going on. Due note that implementing this will probably set the beta back further as it will take new planning and a new height painting system.

The detail map you are stuck with unfortunetely. It's the luck of the draw on this one. Maybe I'll introduce a new detail map in the Pretest that looks more universal. I've been fighting that just as well, but I'll see what I can do. I have been working on a multi-detail mapped system in Dark Basic Pro, but I wouldn't expect that to take the place of the Pretest any day soon. If you really want to change the detail map for all your pretesting, there is a file called pt_det.bmp in the pretest folder of Strata Works. Changing this file will alter the detail map.

The current downloadable version of Strata Works is very different than the version in progress. As such, the downloadable version does not reflect the quality of the latest version. I just thought I'd throw that in there to let everyone know that the latest version is going to be considerably different, and in my opionion, much better .


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Ric
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Posted: 13th Mar 2005 10:35
Good stuff - I'm looking forward to seeing how this progresses.


xtom
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Posted: 13th Mar 2005 23:29 Edited at: 13th Mar 2005 23:31
Some kind of simple 3d view while editing would be great. Even if it was just a wireframe or simple shaded terrain in a preview window or something. Looking forward to the new release.

Also, can't remember if it was in the original or if you mentioned it but some scaling options would be great too. They can really change the look and size of the terrain.
The Wendigo
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Posted: 14th Mar 2005 11:20 Edited at: 14th Mar 2005 11:24
Arg. Everyone one spouts how wonderful FireFox is, but it just deleted my writings. Ok, new post take two:

The 3D view I'm working on is going to be kind of a half-voxel method. It's not going to be the most awesome thing ever, but it should do the trick. It will be a simple isometric display around where the cursor is pointed. It will probably be in a preview window as to not hog the sidebar or become removed when you click on another catagory. This is all just preplanning, though, so things may change when I get there.

Scaling was something that wasn't ever really implemented in the first Strata Works, and to be honest, it was a shame. You will be happy to know that Horizontal and Vertical map scaling has been implemented. This way if you decide that your map is too flat, you can modify the ratio between horizontal and vertical scale. Due to lighting, currently, and quite possibly other features to go in down the road, scaling along the individual Width and Depth dimensions will be impossible, but that shouldn't be a problem. I don't think I've ever seen a tile engine use anything but square tiles before and scaling along these dimensions would cause wierd rectangular tiles.

And now, back to lighting. Is it finished yet? Well, projected shadows are probably 90% to 95% complete. I just need to do more extensive testing. There are currently 3 different types of projected shadows which will end up in the first release: Hard, Blended, and Squared. Hard Shadows are about as rudementary as you can get. SW basically shoots a vector and sees if it hits a hill, and if it does, it shades it. This isn't the best quality, but it's there if you need it. Blended Shadows are very blury shadows that are great for environments where there would be a lot of light refraction. SW estimates, after light collisions, how much refraction should occur at that given point on the map and shades it accordingly. The last type of shadow is Squared Shadows. Squared Shadows are similar to hard shadows except they have substantially better quality. They are based off of the blended shadows but squares the value (hence Squared Shadows). That way the shadows are very dark, but the edges end up anti-aliased and there is generally a little bit of fade at the top of the shadow. Like the current release of Strata Works, projected shadows will be a Standard Version feature only. So if you want high quality shadows you will have to purchase the Standard (pricing is not currently available).


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Peter H
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Posted: 22nd Mar 2005 01:40
Well, you sure are a much harder worker then me

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David T
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Posted: 22nd Mar 2005 02:06 Edited at: 1st Apr 2005 02:00
Hi Wendigo, long time no see

I might use Strata Works for a project I'm speculating about at the moment. In short, it's a massively multiplayer online airline sim. I've got all the database stuff in place, I just need a large, scrollable, heightmap based and textured game world. That's where SW comes in

I'll download SW and give it a go. I'll let you know how I go on.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
The Wendigo
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Posted: 31st Mar 2005 11:00 Edited at: 31st Mar 2005 11:00
That would be awesome! I'm very interrested to see the your progress down the road.

Not much to talk about right now on SW, but I hope to update this thread later, folks!


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PowerSoft
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Posted: 6th Apr 2005 04:10
well it wouldnt be down the road but in the air.....

Looking very good Wendingo

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The Wendigo
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Posted: 8th Apr 2005 21:13
Well, without giving too much away, I will say this: assuming I get this height editor working the way I want it to, I think you all will be much MUCH happier with the new height editing system . I'm REALLY excited about it. I'll give you a hint about what I'm trying to do: I may have posted a new thread in the Dark Basic Discussion recently dealing directly with the new height system (although, you'd never guess it by looking at it) . Also, I hope to have a VEEEERY rudimentary demo of the new Strata Works up on the site within 2 weeks! You guys have been very very patient (hope I spelled that right) with this delay, and believe me, you guys aren't the only ones dissappointed by it. It's been a real struggly to build back great code.

Strata Works Tidbit
Here's another useless fact about Strata Works to keep you all happy: Aside from you, the community, my #1 beta tester of Strata Works and best quality assurance has been my dear `ol mom . Don't underestimate your mothers, folks. Provided they are willing to beta your program, they make great testers! The less knowledgeable of software development they are, the better. That means that they are more apt to stumble on areas you may have thought to be understandable, and have an uncanny way of doing something that causes a crash you never thought would occur!


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MikeS
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Posted: 9th Apr 2005 02:54
Can't agree with you anymore The Wendigo. My mom is currently beta testing my game(Breakout ). She's given me more useful suggustions for what I need(powerups), than all the users on the forum combined so far.

Anyway, for the next two weeks I'll be keeping two eyes on this post for that demo.



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Posted: 12th Apr 2005 11:23
If you still haven't solved the problem about the runtime files, you could always include them in the installation, or download them using a dbpro project from a server.

www.war3forums.net

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The Wendigo
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Posted: 16th Apr 2005 11:02
Nit, problem has been solved. You will now need the .NET framework instead . If you don't have it it's not hard to get. Unfortunetely, I don't have a link on me, atm, but that doesn't really matter, cuz I don't have the demo up yet. I don't think I wrote a date up yet, but April 22nd (PST) is when I hope to get a demo Alpha Lite up for you guys to see!

Strata Works Status Update:
The height editor is very close to completion. After I work on that, I plan on working on the Topography Layer GUI (the system works, but the layers are currently hardcoded). NOTE that the alpha lite pre-demo will probably be very buggy. This is not the next update to Strata Works, but instead, when I post it, it will be a preview of what Strata Works is turning into. I can also get some feedback from you all about how the new GUI looks and works. I think you will all like it a lot better, but I won't know until I you guys try it . Next week I hope!


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David T
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Posted: 16th Apr 2005 19:02
I was just wondering, are there an resources to where you found out how to generate textures / lightmaps? I can imagine a simple texture is easy - but your fancy topography maps look complex

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The Wendigo
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Posted: 17th Apr 2005 12:06 Edited at: 17th Apr 2005 12:13
My knowledge of texture generation is probably about 35% book learned, and 65% trial and error. There's no algorithm I've actually used from a book or other resource, per say, but instead the systems for texture generation are just from years of learning game programming and graphical design. Believe it or not, probably my best graphics teacher would be Andre Lamothe (author of the Tricks of the Game Programming Guru's series). His earlier books dealt with DOS, so there was a lot of memory management involved which taught me how textures (or in his case, sprites) were stored in memory. He showed all sorts of different optimization techniques, and cool tricks for manipulating images. His books are probably what got me started. At the end of this post are some books I own which I've used frequently to learn graphical programming. For now, here's kinda how Strata Works does it's thing
As far as texturing goes, all draw methods utilize a system of tiling (as you can see) which is pretty basic. The simple code for it is something like:



That code is HIGHLY unoptimized, however, and is just to illistrate the priciple behind it. It's pretty simple. As far as the Default draw method goes, that's it. For the Strata draw method, I used a bit different of system. I don't exactly want to give away the secret to it, but suffice to say, it's really not as complicated as it may look! I happen to be lying in bed one night and the idea for the Strata system just happened to hit me . Strata Works is actually the program I made to test the Strata system that next morning, only the whole thing sorta mushroomed into what it is today! The detail system is just like the default draw method, except that it multiplies in the pixel data into other layers. I haven't actually tried this, but someone might want to try taking a color picture from the Textures folder and try it out as a Detail texture. Might get some interresting results!

The lighting system was actually very easy to implement (minus projected shadows... those were a pain). It actually is just a modified Embossing system like you might find in a paint package. The newer system, which you guys will hopefully get a chance to preview within this coming week, is a heavily modified emboss system which takes into account, not only the direction the light is coming from with reguard to compass direction, but also the arc from the horizon. It's a bit more 3-Dimensional now, and your sunsets will actually take into account a real life sun position over your world! Projected shadows were a pain, and I'm not sure I want to fully delv into the complexities of them. They actually didn't even come out as great as I would have liked, but the next Strata Works actually raycasts on the terrain to figure out where the shadows hit. It's a LOT slower than then the other Strata Works, but it's much more accurate!

Strata Works Big Official Announcement!
I've been keeping this a bit under-wraps (with light security), but I can officially say now that I have, infact, been dappling with a fully 3-D Heightmap editor! The height editor was written in Dark BASIC Professional and takes advantage of some of the new U5.8 features for speed. There are currently 3 tools available for it: Level (default), Raise, and Lower. Level works a lot like the level terrain in the old Strata Works. Raise and lower are, actually, slightly different. They both take into consideration a median value (as does Level terrain, but it always has). For raise terrain, only terrain lower than the median will be raised up. Terrain above the median will be retained, so you can preserve mountains and hills which you have already created. Lower terrain works like the exact opposite of Raise terrain. All tools take into consideration the median (current tool height) and intensity. As of this writing, there's no brush size implemented, but I'm definetely puting one in.
The height editor only shows a 256x256 grid of your world. This is a pro and a con. Though you can't see your entire world in one glance if it is larger than 256x256, this does allow you to feasibly works with terrains which can stretch up to 4096x4096 (actually tested at 1024x1024) and possibly greater. Other terrain editors would slow down at these map sizes and become very difficult to work with. Currently, the Height editor is only in black and white. I'm still trying to figure out how I'm going to allow topography texturing, so the upcoming preview will most likely not show your topography texture in the height editor. That may become only available in pretest, but we'll see.

I'd better get back to work on it! Hope I answered your questions enough.

References for Beginners and Intermediates Developers
These are a few books I've learned from. Most of these are outdated, so you could probably find newer, more contemporary development, books on the market (NOTE: Most of these are C++ based books):

Tricks of The Game Programming Gurus by Andre Lamothe. (Dos game programming)
More Tricks of The Game Programming Gurus by Andre Lamothe. (Dos game programming)
Tricks of The Windows Game Programming Gurus by Andre Lamothe. (Similar to above, but geared for Windows and directX)
3D Game Art by Luke Ahearn. (A must have for people new to creating textures with Photo Shop or Paint Shop. Many great texturing techniques!)
Visual Basic Graphics Programming by Rod Stephens. (VB6 based, but great for not only teaching you cool graphics tricks, but also for teaching you how VB6 can interface with the API. Probably too old now, but a definite keeper!)
Beginner's Guide to DarkBASIC Game Programming by Harbour and Smith. (EDIT: Forgot to include this. I haven't really used it much, but bought it out of curiousity. For a complete beginner to programming, this is a great guide for learning Dark BASIC.)

I also have many many more books, but these are my most commonly used books.


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The Wendigo
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Posted: 22nd Apr 2005 10:33 Edited at: 22nd Apr 2005 10:33
It's almost tomarrow! . I must apologize ahead of time to say that this is a buggy release and not all the features are even implemented yet. As for the time frame of the release tomarrow, it hit me that by the time i do release it, it may actually be next day in England (Saturday). I'm going to be busy in the morning and I'm Pacific Standard Time. Remember that this release is a quick demo of what the new Strata Works is becoming. It's to show you guys what to look forward to and also why it's been taking a while to create.

Screen Shots
As an even sneakier sneak peak (and incase something comes up where I cannot release the Alpha-Lite preview tomarrow), I've made some screenshots. They are in order of how you would go about creating a Strata Works map:

http://www.wendigosoft.com/swscreen/sw1.jpg
http://www.wendigosoft.com/swscreen/sw2.jpg
http://www.wendigosoft.com/swscreen/sw3.jpg


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David T
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Posted: 22nd Apr 2005 16:42
Looks really really good. I'm looking forward to using this - alot better than any other heightmapping software I've seen.

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Ric
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Posted: 23rd Apr 2005 06:20
That's looking really good Wendigo. You and your Mum must have been working hard on it!

The Wendigo
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Posted: 23rd Apr 2005 06:40 Edited at: 23rd Apr 2005 06:41
Well, everybody, I don't like going back on promises, so I will deliver the Strata Works .NET Alpha Lite Preview (ALP). It's buggy and highly incomplete. The worse thing is, I forgot all about writing a help file. This download will NOT have a help file attatched to it. I'm actually working on the help right now, but it won't be complete enough till way later. Sorry for that. Hopefully I'll have the help file up by tomarrow. here's the link to Strata Works ALP:

http://www.wendigosoft.com/swnet_lite/sw_lite.zip

It's a hefty dload at 24 MB (lots of textures and several DBP programs.
DO NOT INSTALL THIS OVER YOUR EXISTING STRATA WORKS. The ALP is not a replacement for the current Strata Works. It is a preview of the upcoming version. Installing over your old Strata Works may destroy it. Also, when running the EXE from the archive, make sure that you wait until Strata Works has fully loaded. You will know this when you see a grey box in the output window of the Height editor. DO NOT CLICK ANYTHING TILL IT IS LOADED. It should only take a second. In the event that your screen does go completely black, hit ESCAPE and exit Strata Works. Try again and you should be fine. This is a known bug and is being worked with. Also, make sure to always virus scan a download, just in case.

Requirements
Strata Works has the same requirements as running a DBP program would. On top of that you will need the .NET Framework installed. You can find that at http://www.microsoft.com.

Disclaimer
By downloading and using this program or any part, you agree to the binding contract between you the "End User" and David Peterson the "Software Creator". The software is distributed "As Is". You hold all responsiblity to damages incurred to your machine or loss of data when using this program. You agree to not redistribute this software by any means unless given prior written permission from its creator. You may not decompile or disassemble this program in any way shape or form. This version is an Alpha-Lite and is not the full registered version. As such, you are not to trade this program for any form of currency or barter. This software is protected under copywrite laws of California. This agreement can be altered at any time without notification to the End User.

Glad that last part is out of the way. Sorry I had to throw that in there, but I just need to watch my back . Everyone here should have license and disclaimers to all their software as well if you plan on distributing it.

PS - If you are having troubles dloading the software, try again in an hour.


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Peter H
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Posted: 23rd Apr 2005 07:23
100th post!

Nice screens!

downloading now...

"We make the worst games in the universe."

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