Scape - some new map maker app, look cool

Scape - some new map maker app, look cool

Discuss maps & map creation - from concept to execution to the ever elusive release.

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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Scape - some new map maker app, look cool

Post by thesleepless »

Cool terrain editor, not released yet but looks very nice for making spring maps!

http://www.decarpentier.nl/scape-render

http://www.youtube.com/watch?v=oaAN4zSkY24
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Scape - some new map maker app, look cool

Post by Cheesecan »

Realtime procedural textures on par with any pre-generated texture I've seen for Spring..very cool to say the least.

I'm quite impressed this guy made this as a master's thesis. 231 pages..must try to read through this some time..
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Scape - some new map maker app, look cool

Post by Anarchid »

Drool mode enabled :0
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Scape - some new map maker app, look cool

Post by BaNa »

Heightfields allow for a basic 2D texture mapping strategy: Repeated tiling textures can simply be projected vertically onto the XZ plane. In other words, the vertices' XZ values can simply be interpreted as (scaled) texture UVs. This basic projection works well for flat land and even hills, but causes noticeable stretching on very steep and rough terrain.

For steeper features, a projection along a more perpendicular (and thus horizontal) direction is more desirable. Hence, a more complex projection strategy was also implemented: Instead of only projecting the textures vertically, they are also projected along the X and Z axis. The outputs of the three sampled projected textures are blended based on the pixel's normal direction. That way, flat areas will continue to use the vertical projection, while steeper areas blend in results from more horizontal projections. The technique's advantages are especially noticable on steep terrain features, as shown here. In a pixel shader, this can simply be implemented as:

float3 uvwPos = uvwScaleFactor * worldPosition;
float3 weights = worldNormal * worldNormal;
float3 blendedColor = weights.xxx * tex2D(texSampler, uvwPos.yz).rgb +
weights.yyy * tex2D(texSampler, uvwPos.zx).rgb +
weights.zzz * tex2D(texSampler, uvwPos.xy).rgb;

When enabled, the above is executed four times in this implementation's pixel shader: once for each of the four texture layers. Note that the three weights will always add up to exactly 1.0 for normal vectors (assuming they are properly normalized), as x2 + y2 + z2 = 1.0, so no additional weight normalization is needed. Furthermore, when compared to powers other than 2, using the square of the normal components as weights also strikes a pleasing balance between preventing unnecessary blending and offering smooth transitions between projection directions.
This is very interesting, could a projection technique like this realistically be implemented in spring?
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Scape - some new map maker app, look cool

Post by SirArtturi »

Very nice.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Scape - some new map maker app, look cool

Post by Kloot »

BaNa wrote: This is very interesting, could a projection technique like this realistically be implemented in spring?
It's a bit messy, but not impossible:

http://imageshack.us/f/254/screen00000f.png/ (default)
http://imageshack.us/f/651/screen00001w.png/ (modified)

("messy" because this won't always play nice with SMF's texture-tiling approach)
Last edited by Kloot on 16 Jan 2012, 15:31, edited 1 time in total.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Scape - some new map maker app, look cool

Post by knorke »

ooh advances!
Does this also fix the problem of "morphing" textures when moving the camera? I do not mean the terrain LOD adjusting but this "popping" where on some maps the side of a steep wall changes color when viewed from different angles.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Scape - some new map maker app, look cool

Post by BaNa »

Kloot wrote:
BaNa wrote: This is very interesting, could a projection technique like this realistically be implemented in spring?
It's a bit messy, but not impossible:

http://imageshack.us/f/254/screen00000f.png/ (default)
http://imageshack.us/f/651/screen00001w.png/ (modified)

("messy" because this won't always play nice with SMF's texture-tiling approach)
mind blown, awesomeness maxxed out!!!
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