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Work in Progress / Strata Works

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TEH_CODERER
21
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Posted: 15th Apr 2006 21:02
OK. Thanks. I couldn't upgrade before as you need to register online.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
ALPHA ZERO PRODUCTIONS
21
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Location: Mom ! I forgot where we live !
Posted: 17th Apr 2006 03:27
hey wendigo, long time no c, hows strata coming along ?

Uncle Sam
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Location: West Coast, USA
Posted: 17th Apr 2006 09:47
Quote: "Strata Works"


No it doesn't.

Uncle Sam
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The Wendigo
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Posted: 19th Apr 2006 06:18
Lol, Uncle Sam.

I promised to release Strata Works (finished or not) and so I deliver. It's not finished by the way. It's likely it never will be finished either as I have acquired a new job and may have a second job on the way. I will have little time for projects now it seems. After a little while after this post, you can get the full SW release for free at the link below.

Strata Works Full Release
http://www.wendigosoft.com/swnet_full/SW_Full.zip


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
foleypro
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Location: Tacoma Washington USA
Posted: 19th Apr 2006 08:20
Thanks I will give it a whirl and if we have Problems can we fix and send you the updates...?

As Always B3D....www.fnggames.com

The Wendigo
22
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Posted: 21st Apr 2006 06:05
Well, there's no source included in that package. Whether I release the source or not I'm still debating on. I'd like to eventually, but I need to look into the code some in order to see how possible that it (plus I'm just embarrased at how overly bloated and uncommented it got). Feel free to post bugs though .


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
Uncle Sam
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Posted: 15th May 2006 02:28 Edited at: 15th May 2006 03:12
Wow, thanks Wen!

EDIT: I get an error when pretesting. It's not necessary, but...

Uncle Sam
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TEH_CODERER
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Posted: 29th May 2006 17:09
Thankyou! Downloading.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Nameless
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Posted: 13th Jun 2006 21:18
Anytime I pretest anything I get this error. Is anybody else getting this?

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Profit
18
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Location: United States
Posted: 15th Jun 2006 20:46
Yes I'm getting this error.

common people are walking in line.
Chris Franklin
19
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Location: UK
Posted: 16th Jun 2006 20:10 Edited at: 16th Jun 2006 20:10
I think Wendigo died

Stunt man 2 http://forum.thegamecreators.com/?m=forum_view&t=79827&b=8&p=0
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Medieval Coder
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Posted: 25th Jun 2006 05:41
I am also getting that error...
Profit
18
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Location: United States
Posted: 25th Jun 2006 17:47
Well I am not getting that error anymore, although I am not sure if it is working the exact way it should be. I copied some of the files from the demo that deals with testing it, into the file for the new one.

common people are walking in line.
The Wendigo
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Posted: 1st Jul 2006 01:55
Quote: "I copied some of the files from the demo that deals with testing it, into the file for the new one."


Thought I'd see what was going on here. Haven't checked in in a while. Yeah, as stated above, to fix the problem with the pretest, the only way I know of is to copy the old pretest from the Lite and overwrite the full's pretest with it. I have no idea why it is doing that. I've tested the pretest on a laptop and a desktop with no problems, later upgraded my desktop and found that the pretest would no long work! I've recently found that this seems to be occuring with another program that I've been working on. I'm not yet ready to call it a .NET issue, but it's slowly starting to point in that direction.


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
Chris Franklin
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Posted: 16th Jul 2006 14:15 Edited at: 16th Jul 2006 14:17
.net error's popping up things like

system.MemoryOutofBounds

Platformer Compo!
WHITEKNUCKLE IS BACK! Check the wip boards for more info
Airslide
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Location: California
Posted: 2nd Oct 2006 04:33
I did what open_Froz did and it works fine. Thanks alot for the app, it's just what I needed

My Apps:
Decal Maker
The Wendigo
22
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Location: A hole near the base of a tree in the US
Posted: 15th Nov 2006 01:21
School has been busy and I haven't really been checking this as much as I would like to. Glad things are working out!

Chris, can you describe the problem more in depth. What were you doing when it happened? I need more info in order to look into the problem.


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
The Wendigo
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Posted: 19th Dec 2006 22:37
I just thought I would point this out with the stock pretest that comes with Strata Works full. I've done more testing in .NET applications. If you are getting file not found errors or any kind of strange error when starting the pretest, make sure that you have the latest .NET (as of current, the pretest requires at least .NET 1.1, but if I decide to patch the pretest in the future 2.0 will be required). Also make sure that you have the latest DirectX drivers. If you are using Strata Works along side DarkBASIC, you likely have a compatible version, but better to be safe than sorry . I've been getting an increasing amount of spam in my wendigosoft accounts, so if you are having problems with the pretest or Strata Works, send an email to djpeterson83@hotmail.com with the subject "Strata Works Support". Then leave a description of the problem(s) you are having, what you were doing when the problem occured (for replication), and what version of .NET and DirectX you have. I've been swamped with life, but I'm striving to get things done. I very much want Strata Works to be functional, and it is still very much in my interrest to get the bugs out. Thanks!


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 27th Dec 2006 20:40
good to see that ur still working on it

Vampiric
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Posted: 28th Dec 2006 14:03
Yeah this is a great tool, one of the best. I hope you finish it because i love it to bits.

All bow down to evil
The Wendigo
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Posted: 12th Jan 2007 19:36
As promised, I've been working on SW.NET a bit. I've been modifying features. I'm tempted to redo the entire rendering system again, but I really don't have time for that, so it probably won't happen. What has happened is the following:

-New normal calculations make lighting more realalistic (doesn't affect projected shadows)
-Lighting engine has been modified
-Export normal maps
-Export layer masks
-Export .x format

Patch (or lack there of)
Before I go to much further, I want to say that this patch is still a WIP (work in progress). There is no update available yet. My goal is to have a patch available by the end of this weekend, provided there aren't a lot of personal interruptions.

.X
The .x format apparently was there for a while. I had forgoten that I had written it in, and I'm not sure it's in the downloadable version, but it will be there now. Also, if it is in the current version, I've tweaked it to generate UV data. It will generate only a UV for the overlay topography. There is no way in a .X, that I know of, to export a second set of UV coordinates.

Masks
Layer masks are a new feature which allows you to generate either a gray scale .bmp of a layer's mask or a white with alpha channel .png image of the mask. I've needed this feature, myself, for future projects, so I thought I'd throw it in for everyone. The idea here is that instead of using the vertex alpha component to smoothely blend detail layers, you can use the diffuse component of a texture to blend layers. The added benefit of this is that your blended layers do not suffer quality loss on level of detail based terrains. This feature has been tested and works for such terrains! The mask image is a conglomeration of affectors. (Big words aside) that means that if you use cliff drawing and also manually mask out a region, the exported mask will reflect cliffs in the appropriately masked regions.

Normals
You now have the ability to render normal maps off of your terrain. Using the terrain displacement map as well as the world horizontal and vertical scales, a 3D RGB normal map will be generated. This has two obvious benefits. The first benefit is similar to the benefits of the new texture masks on LOD terrains. Lighting will then be calculate per-texel instead of per-vector meaning no visual degredation in LOD terrains. The second use would be for people who would like to generate texture maps using Strata Works. If you have a careful hand and are clever enough, you can mix and match textures (works best with your own textures) to make walls for buildings and other nifty things. You could export a normal map for your texture to give it a more realalistic effect in lighted areas.

Lighting
It seems I'm forever modifying the lighting engine. I'm sure this won't be the last time. The lighting now takes advantage of more accurate normals in the terrain. This system replaces the embossed lighting system entirely now, and has a much more pleasing effect during pretests. Also to note is that the lighting system uses a different method for calculating the final color. The old system blended the sunlight color with the ambient color based on the amount of light hitting it (s * (1-i) + a * i). Now the system adds the light based on the intensity of the light hitting a cell (a + (s * (1-i))). The result is a more accurate representation of light, especially in DirectX based applications, as DX uses a similar way to calculate its lighting.

New Normal Calculation
The biggest addition to this as far as quality is the new normal calculation. It affects much of the above topics and creates an impressive visual experience compared to older models. I hope that when the patch comes out, the community enjoys the new visual enhencement.

Conclusion
Why have I not released a patch yet? The reason why is because the pretest issues are still bugging me. I'm not happy with the new pretest, and I'm certainly not happy with it not working on people's systems. I don't want to say too much, but I have an ace up my sleaves with the pretest. I don't know if my plans will make it for this weekend's deployment, but I'll see what I can do. It is likely, however, that you will need .NET 2.0 to use Strata Works (or at least the pretest) if my plans come to fruition. I'm starting to sound like a mad scientist, but I guess too much programming will do that to you.

Until next time (hopefully sooner then later)
-David (The Wendigo)


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
The Wendigo
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Posted: 15th Jan 2007 04:37 Edited at: 15th Jan 2007 04:39
Patch 1.1.0
I couldn't find any version data. Let me tell you, Strata Works is one of those projects where if I could do it again, I would have done some things differently. Anyway, my point is, since I couldn't find any official version data, I now deam this to update to 1.1.0. After installing this patch, you will be able to determine your version information by selecting Help>>About. Unfortunetely, the new pretest didn't make it to this patch. There's a lot of work to be done on it. Also, I forget I'm on the west coast of California, so to the UKers on east, I probably look like a lyer. It's actually 7:29pm PST, so according to my region, I'm still on time . I'm going to start saying Monday instead of weekend for now on as not to get hopes up.

The patch has the features as specified in the previous post. There are some possible new bugs in this patch. I hate to say I rushed this patch, but I think I did (oops!). Anyway, none of the bugs appear to be crash worthy, so it should still be safe to download. There's just some things not taken into consideration.

Potential Bugs
-It's likely the .X exporter does not properly scale the map if the Height Divider is anything other than 1.
-There's an apparent bug in mask exporting under some circumstances. Sometimes it doesn't export the right layer. I found this one out a day or two ago to my displeasure. I don't know what the problem is, but I'm tracking it down.

Conclusion
I'm hoping by next Monday I'll have a revision of this patch up. Hopefully that one will have the new pretest.

Patch
www.wendigosoft.com/swnet_full/SWFull_1_1_0.zip

Drop a post if you find a bug! Thanks!
-David "The Wendigo"


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
Medieval Coder
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Posted: 16th Jan 2007 19:30
It tells me that the Glib2 cannot be found...
Could be my version of .NET


^ Paintball Rocks ^
The Wendigo
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Posted: 16th Jan 2007 21:22 Edited at: 16th Jan 2007 21:24
Uh oh. As this is a patch, make sure you have the full version of Strata Works.NET installed. If you are still having problems, it could me on my side. I might have modifed the dll since last patch, in which case you guys need the update. I'm at my day-job right now, so I don't have access to the files for upload, but once I get home I will fix that.

Full version
http://www.wendigosoft.com/swnet_full/SW_Full.zip


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
The Wendigo
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Posted: 17th Jan 2007 05:14
Okay, problem should be fixed. Just re-download the patch and extract over your StrataWorks.NET.exe folder and everything should be fine.


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
The Wendigo
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Posted: 24th Jan 2007 05:56
I'm still working on the 1.1.1 patch. Apparently anything that could go wrong at work did go wrong (at least with the database I've been working on). Because of that, things might slow down again. I'm postponing this patch till next weekend.

Patch Update
Many things have been tweaked. Many things still need tweaking. I've got some issues which need resolving for the shadow mapping system. The shadow color goes back to using the ambient color for shading instead of hard coded gray. The quality is much better, but it runs a bit slower (be sure to preview you scene before doing a full lightmap generation when the patch comes out!).

As far as the new pretest is concerned, it's practically done. The new pretest does not use DarkBASIC's Advanced Terrain. It uses a little conconction I made in VB.NET and DirectX 9.0c. It is able to handel level of details and distance segmenting. I've handeled a 1024x1024 heightmap with a 2048x2048 topography map and my computer didn't even break a sweat. The advantage will be that larger terrains can be supported in the pretest without extra CPU/GPU burden.

I don't have my notes on me at the moment, but there are a couple minor tweaks that need addressing as well. I'll try and deal with those before next patch.


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
foleypro
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Posted: 24th Jan 2007 07:43
Excellent work...

As Always B3D....www.fnggames.com

The Wendigo
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Posted: 31st Jan 2007 04:40 Edited at: 1st Feb 2007 19:08
Alright, it's late, but as many of you are used to, that just seems to be my style. For information on how to use the new pretest, hold F1 down when in it. This is likely going to be the last major modification to Strata Works. It excedes its original expectations, and if there is such thing as a definition for a finished program, I suppose that would be it. For now on, if there are any bugs in the program, I will deal with that and release minor patches. This will most definetely not be the last of my software, but it signifies a milestone for future Wendigo Software products.

Requirements
In order to run the latest Strata Works, you will need at least .NET 2.0 and DirectX 9.0c. If you have any problems running the software, make sure you have the latest of these libraries. You can find them both at Microsoft's website.

Patch
http://www.wendigosoft.com/swnet_full/SWFull_1_2_0.zip

Conclusion
I hope you find the new Strata Works features to be handy! Post bugs or comments here. My next Major plan for Strata Works is to get it a better webpage (or one at all).

-David "The Wendigo"


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
Uncle Sam
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Posted: 2nd Mar 2007 00:01
You're joking! I had no idea you were still working on this! I've been using Strata Works A LOT in my projects.

Here's what it's done for me:
http://forum.thegamecreators.com/?m=forum_view&t=101011&b=8

Keep it up! The games I make wouldn't be possible without this program.

Uncle Sam
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The Wendigo
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Posted: 2nd Mar 2007 01:39
Wow! Those are some absolutely amazing visuals! I'm very excited to see that my hard work is helping others with their hard work! I can't wait to see more.

Where's the Website?
You all may be wondering why there's no Strata Works website. Well, I was about to throw one together when I realized that the Strata Works help file is next to non-existent! So apparently there's still a little more work that needs to be done. Before I am ready to advertise it on my site any more than I have, I'd like to have a desent help system, so that will likely come first.

Patch Problems
I've had a report that the pretest in the patch is not functioning again. If you are experiencing crashes with the pretest when it loads, make sure you have the latest .NET framework from Microsoft and the latest DirectX. If you are still having a problem, contact me on my hotmail account with the user name djpeterson83 (djpeterson83 at hotmail.com) with the subject "Strata Works Pretest". I'm more apt to get it on my hotmail account. Post your hardware (especially your CPU type and video card) and I'll see what I can do.


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
ALPHA ZERO PRODUCTIONS
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Posted: 8th Apr 2007 04:07
cool

Your signature has been erased by a mod because it's larger than 600x120
Benji
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Posted: 27th Jul 2007 20:23 Edited at: 27th Jul 2007 20:24
Wow, great job Wendigo! I pretested it and everything works (and looks amazing! ).

How do you get the lighting texture to work with the detail? For me, if I "set light mapping on terrain, image" then it overwrites the detail texture.

...
PowerSoft
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Posted: 3rd Aug 2007 23:44
What's the state of this project now?

The Innuendo's, 4 Piece Indie Rock Band
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MikeS
Retired Moderator
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Posted: 20th Aug 2007 00:09
I've unstuck this due to inactivity. Please e-mail The Wendigo if you'd like more information. Otherwise, I'm sure he'll be back to post/revive this thread when he is ready.



A book? I hate book. Book is stupid.
(Formerly Yellow)
The Wendigo
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Posted: 11th Sep 2007 00:32 Edited at: 11th Sep 2007 01:28
Hey folks,

MikeS, I agree with your unsticky. I still use (and love) Strata Works, but I have been moving on to bigger things. I've been working on other projects now, one of which I hope to replace Strata Works with in the future (but that's going to be a while so don't hold your breath).

What does that mean?
Well, not a whole lot. It means that I won't be checking here often (which isn't really a big change), but it doesn't mean that Strata Works will disappear. It's still freely available on my website and will continue to be for quite some time. The site will be getting some revamp soon, and I'm hoping that there will be a questions section which will allow people to give feedback or ask questions pertaining to Strata Works among other programs. I'm very thankful to the community here for giving Strata Works a go and hope to cater to the desires of your hearts with future software .

What's in development now?
I am and have been working on several projects. One of the projects is a full 3D engine called Cirrus. If you want to know the quality of Cirrus, if you were able to get the latest pretest to work, you've seen it! I decided to forgo DarkBASIC in favor of my new Engine. Cirrus is meant to address issues I've noticed in DarkBASIC and is a complete standalone engine. The two major issues addressed are higher geometry flexibility and modularity. Geometry flexibility means better control of scene generation with use of mesh inheritance and more control over hidden surface removal via geometry grouping and culling. This allows better quality geometry to render faster by rendering just what is needed. It also allows the developer to fine tune the pipeline. Modularity means that developers will be able enhance the engine. Meshes, entities (objects in DarkBASIC), and other things derive from simple base classes which allow the user tons of control on how their object will function and interact with the Cirrus engine. What does this have to do with Strata Works? Cirrus also holds a back-end to a new and improved Strata Works which is able to interact with a full-fledged LOD Terrain mesh. Cirrus is being written using the .NET framework in DirectX 9.0 and has been an ongoing project for several years now. Oh, and it won't be for quite a while before you see an engine download, though I'm hoping to have a demo out by the end of the year.

For more information on Strata Works, Cirrus, or other projects, visit my website:
http://www.wendigosoft.com

Sincerely,
TheWendigo


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
The Wendigo
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Posted: 14th Nov 2007 02:33
Sorry to bump this thread, but if anyone is interrested in SW still they may find that most of the links here are broken. That's because the site has been revamped. Not only is Strata Works still available, but I gave it its own webpage. You can find it at the Wendigo Software website:

http://www.wendigosoft.com

There are four screenshots available as well for newcomers to get an idea of how it looks/works.

Sincerly
TheWendigo


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
Xenocythe
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Posted: 14th Nov 2007 03:24
Sweet man

It's thanks to you my dreams are possible.


Productivity on Hassassin has increased tenfold.
foleypro
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Posted: 17th Nov 2007 06:20
Error no Page found...

As Always B3D....www.fnggames.com

The Wendigo
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Posted: 18th Nov 2007 00:25
foleypro, you seem to be encountering an error which is rare, but has happened before. I'm still trying to figure out what is causing it, but if you tried to go to www.wendigosoft.com and it failed loading, that's probably what happened. Out of 4 people I was talking to on the IRC the other night, only one of them was unable to access the site. At first, we thought it was something on his side, but I'll look into it more since it happened again. Thanks for letting me know!

Veintitres, glad you like it!


Home of DOOP, Strata Works, and Seva. djpeterson83@_!@hotmail.com
Xenocythe
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Posted: 27th Jan 2008 04:30
I do, I like it very much

I want you to complete this. If it's not complete, finish it. It's by far the most useful tool I've ever used. EVA.

I'm not even joking, this could even sell for some bucks. It saves so much beautiful photoshop time. This auto-texture creating jazz is brilliant.


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