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Work in Progress / Reaper Editor Terrain Editor

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Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Dec 2007 20:35 Edited at: 6th Dec 2007 20:37
Well, this is a project I made quite a while back, in the time Reaper Studios was there. Now that it is dead, I thought of releasing this editor to the public. It is not completely finished yet. As i want to improve a few things here and there.

Anyway, here are a few screenshots from Development time:

Terrain Preview:




The Editor






It is all Matrix based, and Save/Load works like a charm Attached is a file it can generate. Try to figure out how to load it. It is actually pretty simple.

The download will have to wait, I'm currently fixing a little Camera related issue, It flashes when moving.

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Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Dec 2007 20:43
Just fixed the little camera issue, download is attached. With a readme. The readme contains this text for the lazy people among us:

Quote: "****************************************
******Reaper Editor Terrain Editor******
****************************************

This Terrain Editor is for use in ANY project you wish, I can not imagine anyone wanting to use it, but still...

The controls are:
Arrows Keys - Movement
WSAD - Camera Movement
Space Bar - Freelook Mode
1 - Brush size 1
2 - Brush size 2

This program is still work in progress, I fixed most bugs i could find, and i also fixed all common crashes. This was
Designed to run on:

AMD Athlon X2 6000+ 64Bit
Nvidia 8400 XFX 128MB
4GB DDR2 TwinX RAM
Atleast 1024*768 Resolution

I'm pretty sure it will run on lower systems too, but i designed it for that system, I have NOT tested it on any other
system yet."

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kaedroho
17
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 6th Dec 2007 20:54
it worked fine on my computer

Intel Pentium 4 HT 2.8GHZ
No Graphics Card
1GB RAM

Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Dec 2007 21:05
Nice, the test one too? That one is the heaviest on your PC. its capped on 60 FPS, but runs at 20-30 at mine.
Sven B
19
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Joined: 5th Jan 2005
Location: Belgium
Posted: 6th Dec 2007 21:15
Well, the test ran just find on my computer. No lags or anything...

It could use a little more features though. And the height changing wasn't really handy. When I pressed my arrow keys for 5ms, I jumped 2 places

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Dec 2007 21:18 Edited at: 6th Dec 2007 21:21
Well, yes... I have no idea how to implent Timer Based movement, and the current system it pretty crappy. Sorry, I forgot to warn you for that.

(It responds instantly at my PC, but hey... I designed it for my PC...)

Would it work doing something like Screen FPS()/12?
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Dec 2007 21:32
Sorry for the double post, but it Should(?) run the arrow keys smoother. Will add Keyboard support for increasing Decreasing terrain height soon too.

Oh, and what other features you wanted to see then Sven B?

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Sven B
19
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Joined: 5th Jan 2005
Location: Belgium
Posted: 6th Dec 2007 21:42
Well, usually, timer based movement is done like this:

every start at the loop you do this:
Elapsed = timer() - Elapsed

Afterwards, you change any movement to:
movement = speed * Elapsed
which is for normal movement.

When you do something like a lock, I would do something like this:

(for the left arrowkey for example)

ofcourse, you'll have to adjust it to your own program structure etc. But it's the main idea.

screen fps() has a delay, and sometimes it returns wrong values (or so it seems)

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Silvester
18
Years of Service
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Dec 2007 21:45
Intresting... I should look into it. Might implent it if the FPS based system it now uses is crap.

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