Terraed release 2.0.6

Community Forums/Showcase/Terraed release 2.0.6

Filax(Posted 2004) [#1]
Terraed 2.0.6 colormap editor

colormap generated from heightmap image ;)

You can add a texture for create detail on the colormap

Released soon as possible.




angel martinez(Posted 2004) [#2]
Very nice !! only a question, then the detail texture in colormap settings is independent of the detail map in general terrain settings?


Filax(Posted 2004) [#3]
Yes it's another texture ;) just for make detail on the colormap


Kozmi(Posted 2004) [#4]
Super Cool!

Filax when do you think Release 2.0.6 will be ready?
This is looking awesome!!! Can't wait to recieve it! :)


Filax(Posted 2004) [#5]
Soon my friend, soon ...


Kozmi(Posted 2004) [#6]
Yeah!!!!!!!! :)


Filax(Posted 2004) [#7]
The new version is online :

http://www.blitz3dfr.com/terraed_projet/TerraEd.zip

All customer's receive email with new player and include.


sigi(Posted 2004) [#8]
Filax, thank you for the great Update.

Now i only have a problem with BlitzTree3D and TerraEd.
I have only 3 Trees in the Demo Scene and if i move along
the Terrain my FPS slows down from 97 fps to 1 fps.
Do i something wrong? Does anyone have this Problem too?


Filax(Posted 2004) [#9]
I don't know my dear !


Kissme(Posted 2004) [#10]
Hi Sigi,

Before to start :) Did you have :

- The last BlizTree Engine from Aliencodec ?
- How many Objects you have in your scene
- Did you have UpdateQuads() in your Main loop ?

But i not have any problem there. In my case i have around 400 grass, 50 Trees, 40 builbings.

Regards,


Kornflex(Posted 2004) [#11]
Hi there,

Same thing for me, i using TerraED, Particle candy, BlitzTree and MMORPGCE and i not have any problem.

Regards,


sigi(Posted 2004) [#12]
Hi,
i have the latest BlitzTree version 1.42. No other Objects
in my Scene, only two Emitters from Particle Candy and
they work fine. I have UpdateQuads() in my Main Loop.
Without UpdateQuads() it works fine, but then i didn`t
see a Tree. :)
I have set the Trees manually with the MakeTree() Command.
I have not used the Green Pixel Map, have it something
to do with this maybe?

Thank you


Kornflex(Posted 2004) [#13]
So try to stop ur emitters of Particle candy, Try only TerraED + your trees :)

If FPS it's better, i hope Particle candy get alot of Ressources..

I know only Filax and me, we trying with the default terradED map demo + Somes trees from BlitzTrees + particle candy (Waterfall + Snow) we have a good FPS.

regards,


sigi(Posted 2004) [#14]
I will try it, but i don`t think it`s getting better.


sigi(Posted 2004) [#15]
I have tried it, no Objects, no Emitters only 3 Trees.
If i move over the Half of the Terrain it slows down to
1 FPS.
I have a 2GHZ P4 512 MB and an ATI 9500 Pro with the newest
Driver.Can`t understand this. I have played FarCry without
Problem`s.


ashmantle(Posted 2004) [#16]
Whut? I was under the impression that TerraED used vertex alpha and was a way to mix lots of different textures to make very interesting, detailed terrains, but this file looked just like a typical blitz terrain?

I hope I have misunderstood something, because I was almost going to buy this tool.... :(


Dreamora(Posted 2004) [#17]
sigi: newest drivers?
bad idea ;-)

4.1 or something like that are the best ... the newest one are known to have problems ( ok i prefer omega drivers - www.omegacorner.com )


sigi(Posted 2004) [#18]
Ok, i go back to 4.1 Drivers :), maybe it helps.
Then i start a complete new Project with TerraED and Blitz-
Tree3D. Wish me good Luck.


Filax(Posted 2004) [#19]
It's strange because some people use the 3 system without
problems ?


Edwin SI(Posted 2004) [#20]
Filax,
can we only use a couple of color presets for the colormap?
Or is there a way to define our own colors/per height somehow?

I'just tried the demo, so the full version might be different.


Filax(Posted 2004) [#21]
for the next update i plan to integrate a palette from
an image. happy :)


Kendo(Posted 2004) [#22]
filax, you are a marvel. Do you never rest?


Paul "Taiphoz"(Posted 2004) [#23]
Hay filax here is an idea.

Could you not allow us to set a colour based on height.

For example

0-50 = Yellow - sand
50-100 = Green - grass
100-150 = Dark Green - grass
150-200 = brown - dirt
200-255 = gray - rock

Where the numbers above are the rgg values on the heightmap.


dangerdave(Posted 2004) [#24]

Kendo (Posted 2004-05-05 07:53:37)
filax, you are a marvel. Do you never rest?


Why? There are updates to do. lol ;)
----------
Just Kidding, Filax. I hope you do rest. You would have
to debug more if you didn't.
================================
I haven't bought this yet, but I plan too.
Perhaps you can write my landlord to lower my rent a bit,
so I can buy it sooner. ;)


Warren(Posted 2004) [#25]
Am I misunderstanding this? Are we talking about a single color map that is spread over the entire terrain? Is there a screenshot available of this looking good, because I can't imagine...

Even with a detail texture applied, I can't help but think this will look extremely muddy and blurry.


Paul "Taiphoz"(Posted 2004) [#26]
there are two ways with his tool Epic.

1. you create the colour map. you then use the tool to apply detail to the map. Which actually looks good.

2. You create the colour map, and use this as a base in your image editor of your choice to add the extra detail you need.

Both methods can result in really good looking terrains.


Warren(Posted 2004) [#27]
I'd be interested in a screenshot. Does it take into account texture tiling or anything like that?

I got my terrain system to finally look good by using vertex alpha to blend multiples surfaces together. This allows texture tiling and lots of nice detail to pop out.



Does this allow for that?

To be clear, I'm not trying to run filax down or say anything bad about this tool. I'm using BCF in that screenshot, in fact. Nothin but love for filax. Heh.

I'm just curious as to how this looks in a production shot...


wmaass(Posted 2004) [#28]
Epicboy,

Here's to hoping you finish your tool soon, I REALLY like the results! Here is a rough screenie showing something like Yavin's #2 method, only I used the heightmap as a base to paint the golf hole. I painted the colormap detail by hand, including a dot for the cup on the green. It does not pop like yours but I like the results. Oh, this is a small terrain and a large colormap.




Paul "Taiphoz"(Posted 2004) [#29]
Epic, your tool is more a terrain creation app, if I follow the screen shots correctly. IE you can change the height of the terrain and create new hills and stuff ??

TerraED is more of a placement tool, you use a heightmap, and then texture it with single textures. for detail light and colour.

Its used to take a height map and position all of your game objects on it, in saying that though, Filax keeps adding to it which is awsome. so I dont know what hes gona add next.

I know Id love to be able to grab a part of the terrain and resize it .


Warren(Posted 2004) [#30]
You can place entities in mine as well, but it's not nearly as robust as filax's. I was just commenting on the texture generation stuff.

Doesn't really matter I guess, I was just wondering what it looks like in the end. filax's worklog and the screenshot above cover it, I think.

Thanks guys!


Smurfpuss(Posted 2004) [#31]
wmass that is going to one nice golf game


wmaass(Posted 2004) [#32]
I hope so. Filax has gotten me inspired again with TerraEd. Creating courses the way I was doign it before with Maya was too tedious and time consuming.


Filax(Posted 2004) [#33]
Like say Yavin TerraED is a placement tool !

Why ? becauss there is some terrain tool much better
that i can coding ! i prefer make an intuitive tool
for placing object and reload the content with one
line of code.... Due to my experience on TRIUM 1&2
i hait positioning my entity's with code ! :)


Dreamora(Posted 2004) [#34]
epic: your pic looks really good. I don't think you would try to explain me how this technic works, won't you? :-)


Smurfpuss(Posted 2004) [#35]
will terraed have support for blitz grass soon or what like im waiting like hell


Warren(Posted 2004) [#36]
Dreamora

I basically explained it in the worklog. I have multiple meshes that are placed next to each other to create the terrain. Each mesh has 5 surfaces. Each surface has a texture assigned to it which can be scaled/rotated/tiled/whatever because I'm controlling the texture coords on each vertex.

Then, to blend them, I'm setting the vertex alpha in each vert on each surface.

That's about all there is to it ... nothing really obscure or hard about it, just using the tools Mark gave me. :)