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 Post subject: Screeny
PostPosted: Sat Jun 18, 2005 2:46 pm 
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Joined: Fri Jun 10, 2005 12:17 am
Posts: 23
Here's a screen of the RPG I'm making using Splat textures and the TrueVision3D engine.

Image
http://tv3dfilez.ath.cx/index.php?full= ... _photo.php

another one :

Image
http://tv3dfilez.ath.cx/index.php?full= ... _photo.php


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 Post subject:
PostPosted: Sat Jun 18, 2005 3:41 pm 
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Graphicanissimus
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Joined: Tue Apr 27, 2004 9:56 pm
Posts: 252
Location: the other side of the moon
hey TroM,
wow.. you've done a great work :D
it's pretty cool to see the first Terrain that comes from TC in a game :)

_________________
Image Image


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 Post subject:
PostPosted: Sun Jun 19, 2005 2:22 pm 
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Joined: Thu Apr 07, 2005 12:57 am
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Location: Lake Wylie, SC
Looks very nice. I might take another look at TV3d when the next version comes out. I still haven't found an engine that I really want to spend the time to learn to use so I keep working on my own engine. I'm getting ready to spend some time looking at my terrain texturing technique and maybe finding a better method. I need to get a better handle on how to implement splatting and see how that turns out.


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 Post subject:
PostPosted: Sun Jun 19, 2005 7:31 pm 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
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Location: Braunschweig
Looks really nice. The texturing looks good.

Is TV3D capable of loading and rendering an additional lightmap/shadowmap?

Do you have plans to release a playable demo?


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 Post subject:
PostPosted: Mon Jun 20, 2005 2:50 am 
Yes, you can add a lightmap, use shaders, split in chunks, use paging system, LOD, Depth of fields and reflective water. all build-in the engine!

I should eventualy have a demo, but wont be soon! :wink:


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 Post subject:
PostPosted: Tue Jun 21, 2005 7:18 pm 
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Programmierdochfix
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@Rofar:
Here http://www.gamedev.net/columns/hardcore/splatting is a description of an implementation of splatting. Actually it is just Bloom's original text a bit shortened and reformatted with some nice images. But maybe it is of some need for you.
In our manual there is a short description of how I implemented splatting. I don't use alphamaps but vertex alpha instead. Has advantages as well as limitations, but it is very easy to implement.


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 Post subject:
PostPosted: Tue Jun 21, 2005 9:43 pm 
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Location: Lake Wylie, SC
Hey thanks.
I have read that article just recently. This is basically what I am doing in my engine now but what I was missing is how to use the texture export from pnpTerrainCreator. After downloading the new alpha map export plugin and reading through the article, it became obvious to me. So I am beginning to play with that now. The one thing I will want to do is take 4 alpha maps and combine them into a single texture with each channel representing one of the 4 alpha maps. The other thing I have to do is figure out how to do multiple passes in order to get more than 4 textures blended on the terrain. That is one of the limitations I have up to this point. But I'm really excited about playing around with the exports from pnpTerrainCreator and seeing what results I can get. I'm back to working on a plugin to export my geometry that is in the format for my engine.


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 Post subject:
PostPosted: Sat Aug 13, 2005 5:58 pm 
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Here's some more screens

http://tv3d.devs.info/screen1b.jpg
http://tv3d.devs.info/screen2b.jpg
http://tv3d.devs.info/screen3b.jpg
http://tv3d.devs.info/screen4.jpg
http://tv3d.devs.info/screen5.jpg
http://tv3d.devs.info/screen6.jpg
http://tv3d.devs.info/screen7.jpg
http://tv3d.devs.info/screen8.jpg


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 Post subject:
PostPosted: Sat Aug 13, 2005 7:52 pm 
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Programmierdochfix
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Location: Braunschweig
Hi, very nice work.

What about screenshot 8? It shows a problem of heightmap systems, a very steep slope. Does it look acceptable or very bad in your opinion?


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 Post subject:
PostPosted: Sat Aug 13, 2005 9:46 pm 
its probably the kind of thing to be avoid using heightmaps, but if its not repeated too often or if a more stretchable texture is used (not like this one).


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 Post subject:
PostPosted: Mon Aug 15, 2005 7:17 am 
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Joined: Thu Jul 21, 2005 8:10 pm
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Location: Sweden
Trom:
How do you load your splatting files into TrueVision3d, a friend I have use TV3d and he has problems to load the file I give him from pnpTC. He will have big textures that covers 16x16 meters because his chunks is that large.

How do you do?

/TurboGlider


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 Post subject:
PostPosted: Mon Aug 15, 2005 4:15 pm 
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Splatter texturing is only available for TV3D 6.5 (still in beta).

The only way to get it now, is to buy a license. or wait until its completed then it will be available for free for everyone.


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 Post subject:
PostPosted: Mon Aug 15, 2005 8:18 pm 
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Joined: Thu Jul 21, 2005 8:10 pm
Posts: 34
Location: Sweden
TroM wrote:
Splatter texturing is only available for TV3D 6.5 (still in beta).

The only way to get it now, is to buy a license. or wait until its completed then it will be available for free for everyone.


Ok, he has a license and TV3D 6.5, but he's gfx-card doesn't supporting splatter texturing. But that's the way you solve it, ok.
Thanks.


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