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Which 3d-engine do you use?
Ogre 19%  19%  [ 6 ]
Truevision 13%  13%  [ 4 ]
Blitz 3%  3%  [ 1 ]
Gamemaker 0%  0%  [ 0 ]
Torque 10%  10%  [ 3 ]
Unreal 0%  0%  [ 0 ]
Quake/Doom3 0%  0%  [ 0 ]
another one 35%  35%  [ 11 ]
my own 10%  10%  [ 3 ]
Irrlicht 10%  10%  [ 3 ]
Total votes : 31
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 Post subject: which 3D engine are you using?
PostPosted: Wed Jul 06, 2005 4:22 pm 
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Graphicanissimus
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Joined: Tue Apr 27, 2004 9:56 pm
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Location: the other side of the moon
we'd like to know which 3D engine you are using in your projects
that we can improve the export capabilities for the most used engines within the next releases of the PnP TerrainCreator. :D

thx in advance


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 Post subject:
PostPosted: Wed Jul 06, 2005 7:16 pm 
I'am using IrrLicht and Newton as phy engine


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 Post subject:
PostPosted: Thu Jul 07, 2005 12:12 am 
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Joined: Thu Apr 07, 2005 12:57 am
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Location: Lake Wylie, SC
I have Irrlcht (great code). I have Ogre. I have a license for Torque... but alas.. I built my own engine instead of using any of these. I may take another look at TV3D when the next version is released (or has it been yet?).


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 Post subject:
PostPosted: Sat Jul 09, 2005 1:09 am 
Im using TrueVision 3D 6.5 (in Beta) should be released shortly


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 Post subject:
PostPosted: Sat Jul 16, 2005 6:58 am 
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I'm using both Torque TGE and the new Torque TSE - which supports super large terrains (hint hint :P )


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 Post subject:
PostPosted: Sat Jul 16, 2005 5:08 pm 
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Programmierdochfix
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Location: Braunschweig
Thanks for the hint ;)

Is there currently a way to get terrains from TC into Torque? Or could it be better some how?


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 Post subject:
PostPosted: Sat Jul 16, 2005 7:59 pm 
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Really simple for to move terrains into their new shader engine (TSE).

It takes .raw files (you'll have to resize it.... to the same size as generated by Terragen X+1*X+1 so a 1026x1026 map becomes 1027x1027) then use the new atlas terrain importer.

Haven't tried to move a terrain into the regular engine as of yet.


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 Post subject:
PostPosted: Sat Jul 16, 2005 10:46 pm 
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Programmierdochfix
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I could add an option to the RAW exporter to support X+1 sizes. No problem. If you put two sectors next to each other, the 1027th element is the first element of the next sector, right?

And what about textures?


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 Post subject:
PostPosted: Sat Jul 16, 2005 11:55 pm 
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Textures maps are saved in the normal X*X format: 256x256, 512x512, etc.

For the RAW exporter, I'm definately not sure what the best approach would be -

Right now if I save a project with multi sectors it generates a RAW for each sector - which is nice for testing and/or editing if you're terrain will change, but doesn't really take advantage of TSE's terrain management.

Massive Landscapes wrote:
Supports landscapes of arbitrary size, bounded only by disk space. The current system supports approximately 10 quinquagintillion (or ten thousand quintillion vigintillion for those Brits in the audience, or 10154 chunks on the base level)."


Unique Textures wrote:
Atlas supports a single massive texture for your entire terrain! Every texel is unique. Support for extremely large textures (in excess of 32,768 by 32,768 pixels) on all hardware. Of course, all this is streamed, so you only pay memory cost for the texture detail near you. A future release will support on-the-fly texture blending like the legacy terrain.


Ideally I'd like the ability to export the entire project as one RAW (with the X+1*X+1 added to the overall RAW) and one texture map. :wink:


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 Post subject:
PostPosted: Sun Jul 17, 2005 8:07 am 
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Programmierdochfix
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Location: Braunschweig
OK, I'll do this within the next days.


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 Post subject:
PostPosted: Sun Jul 17, 2005 8:17 am 
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You sir, are this artists hero! :D


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 Post subject:
PostPosted: Tue Jul 19, 2005 8:20 am 
Hi,
our projectgroup using Crystal Space 3d in all our project this far.

http://www.crystalspace3d.org/tikiwiki/tiki-view_articles.php

/TurboGlider


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 Post subject:
PostPosted: Wed Jul 20, 2005 11:31 pm 
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Programmierdochfix
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Location: Braunschweig
Took a bit longer, as I had not so much time during the last days. Sorry.
But here is a RAW heightmap exporter with "size+1" and "whole terrain into one file" functionality.

I hope, this will help you.


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 Post subject:
PostPosted: Sat Jul 23, 2005 5:17 pm 
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Programmierdochfix
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@Mieric

Is the new RAW exporter working as you expected? And if so, what other exporters do you need to be extended in the same way for Torque?


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 Post subject:
PostPosted: Tue Jul 26, 2005 6:01 am 
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Posts: 9
Sadly I've been so busy I haven't got a chance to test it out yet.

I'll be back to the grindstone tomorrow or wednesday though - I'll let you know asap. :)

As for others.... nothing that I'm aware of - it was just that .raw file that needed to be resized.


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