what I did was try to fill all the texture stages into a single pass, and handle the remaining stages in the multipass method where just 2 of the texture units are used.
Ahhh.... good idea!
Edit: directly porting TerrainTexEnvCombine.cpp is looking like a good idea .
Edit: directly porting TerrainTexEnvCombine.cpp is looking like a good idea .
Im not sure how practical that is, the pass iteration is in terrain.cpp, blending is in TerrainTexture.cpp, and TerrainTexEnvCombine.cpp first creates a list of operations per pass and then executes it It's become a little bloated because of all the experimentation...
Minor changes:
*added water
*added smooth shaded normals (reduce patchwork appearance)
*cache normals (higher framerate)
*supports load/saving heightmaps using any DevIL-compatible format (eg JPG)
*slopemaps can be exported using any DevIL-compatible format
*added mapsize scaling
*added height scaling
Screenshot:
Water:
Paint splatted texture, leftclick to paint, rightclick to erase:
Joined: 17 Nov 2005, 02:43 Location: Internet Haet Machine ... Second only to Bruce
list of issues:
camera zoom does not work for me
the render window cannot be adjusted sizewise via config.xml which leads me to believe that it's hardcoded somewhere. I operate at a desktop res of 1600x1200 with a 21 inch monitor. the window only being 800x600 drives me nuts.
Does not remember working directory which is possibly the most annyoing thing about it. How about allowing a set working directory on a per map basis.
Lack of documentation <my biggest complaint. Ya the software is nice, but if you don't really know how to use it then it's not all that useful.
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I really like it, just the above is extremely annoying.
Last edited by Forboding Angel on 01 Dec 2006, 09:15, edited 1 time in total.
Joined: 17 Nov 2005, 02:43 Location: Internet Haet Machine ... Second only to Bruce
ok fixed the sm3 loading deal. you have to make a maps directory inside of the mapdesigner directory (you have to do this because the path in your maps sm3 must be maps/mymapname/whatthehellever
so use maps as a working portal for all of your maps.
Arugh damnit. Ok the damn zoom is not working for me. Combine no zoom capability with an 800x600 forced window = a lot of cursing.
Z and X rotation (referred to as orbit I believe) are not working for me either.
- window height and width read from config.xml "display" section at startup
- file dialog remembers last folder
- tilesize for new texture stages defaults to 50
- first texture stage selected by default
- "invert" option added to mouse move configs
- default config file now has ctrl + scroll wheel rotating in same sense as Spring
- zoom moved from cameratranslate to camerazoom
- default config set so rotating scroll wheel zooms camera, in line with Spring
- "flatten" seems bugged, I get weird spikes instead...
Not sure. Some observations on flatten:
*flatten is affected by brushsize *it's essentially a disk the size of brushsize, placed at the height of the centre vertex *the map is pulled towards the disk, flattening it *the centre vertex is shown by the blue edit ball
Note that there is a very agressive LOD. If you're very far away the triangles are pretty big.
Quote:
- it sometimes just exits when Im editing the heightmap
Can you run it from the commandline and send me the error message when it exits? Obviously this should dump to a logfile in a future version.
Update: note that there was an issue with height editing close to East or South edge of map. A new version will be released soon.
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