ArtifexTerra Terrain Editor [1.2 Beta Release 10.3.14 Pg.16]
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- Greenskin
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the etterrain.png that Neoaxis engine will swallow. Neoaxis also
uses alpha layers, I've made these out of colored layers that
the battlefield 2 editor makes, looks like your app does something similar. Any idea how to get .raw out of
your .png's?
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- Greenskin
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- Nauk
- Gnoll
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But meanwhile:
ImageMagick could work for you: http://www.imagemagick.org/script/index.php a very powerful commandline tool supporting many formats and conversion.
Cinepaint is a Gimp spinoff, specialized on high end formats (16 and 32 bit), so far only mac and linux, but VERY promissing for the purpose: http://www.cinepaint.org/
Here is a list of PNG converters: http://www.libpng.org/pub/png/pngapcv.html
Hope that helps a little
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Gremlin
- Posts: 194
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Full notes2.5 Release Notes wrote:What's New in GIMP 2.5
The most notable change in GIMP 2.5 happened under the hood. The color tools in GIMP have been ported to GEGL. This does not yet have much impact on the user experience but it is a first and important step forward. With full GEGL integration GIMP will finally get support for higher color depths, more colorspaces and eventually non-destructive editing.
...
2.5.x is their development version so tread carefully. Hopefully 2.6 will emerge soon.
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- Greenskin
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Now it shows up, at http://terrymorgan.net/download.htm 'heightmapNever mind, I got a .raw file by going through l3dt. It shows up
in Photoshop but not Neoaxis.
painting with battlefield 2' it shows how to get the 16 bit heightmap.raw's
Neoaxis needs. Your splatting maps are better, Battlefield 2's had to be
assembled from 4 quarters.
I wonder if the painting would go faster on a faster machine,
mine's 1.5 GHZ and it's very slow.
- Nauk
- Gnoll
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I am going to have a look at the Terry Morgan tutorial, good you found a solution.
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- OGRE Retired Team Member
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- Nauk
- Gnoll
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ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Gnoblar
- Posts: 2
- Joined: Wed Jul 23, 2008 1:01 am
I am currently working on some terrain for the openfrag project and I was recently made aware of your editor.
So far the results have been awesome Thanks for your work!
Known bugs:
The boil does in fact get very wacky with its pressure.
The scale mode for meshes mentioned within the program seems to be interestingly non inactive
Occasionally after working in mesh mode and switching, the used mesh then appears as a huge mesh over the cursor.
And Now for the main one with the post:
After I plugged in my wacom to work on something else the program has been acting strangely.
While it was plugged in I could access the mesh mode with just a ctrl + m instead of what I had to do before which was a ctrl+shift+m
After plugging it in I also have to hit esc to be able to select a mesh while in mesh mode even after ive switched modes. (not sure if this is a bug)
After placing a mesh and saving the .cfg will have the data for the placed mesh but it will not render upon reloading the file.
Since Ive taken the wacom out and rebooted a few times.
For the first time I enter mesh mode I have to press ctrl+shift+m but after that all I have to hit is ctrl+m
The HUGE model above the now occurs more often.
and still: After placing a mesh and saving the .cfg will have the data for the placed mesh but it will not render upon reloading the file.
The weird thing about that last one is that I can load the example folder just fine. Something is wrong when comes to loading a new one with meshes.
- Nauk
- Gnoll
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Boilmode: I need to find a senseful hardcap for the pressure factor, the wackyness comes because boil is brush and pressure sensitive, means the white value of the brush-image affects the pressure too, untill it is capped I suggest to check out different brush / pressure combinations and see what works best together.
Meshscaling: Is very urgent and on top of my list, it will be reworked and improved very soon. The hughe mesh might have to do with the steprate setting, I will look into it.
Meshmode & Shiftkey: Meshmode is supposed to be accessed with Ctrl + M, that you need Ctrl+Shift+M for it is weird, but might be I forgot to init the shiftflag to false and it gets flipped.
Saving / Loading of placed meshes: There are 2 reasons why it could not be loading, but I thought I had eliminated them. No.1 check if the Entityname, first line of the datablock, is already existing, Entitynames are generated randomly, and there is a check to prevent double names, but something might have slipped. No.2 the loader is choking on a linebreak, should actually have been fixed, but check the file, see if the first entity starts on top of the file and there are no empty lines between the datablocks. You could also post the file in question. I will look into it again and make the loader more tolerant to things like that.
Artpad problems: Which Wacom are you using and on what system? So far it has been tested with Intous3 on WinXP, latest Wacom drivers and Graphire2 on Win2k latest Wacom drivers, both worked fine. If you are up for it we can try to locate that problem more detailed in a chat session or so, since I am very interested in working stuff like that out
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Greenskin
- Posts: 118
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My framerate is 9! And 20 is the lowest. Gimp 2.46 will load separate20 updates per second are quite sufficient for real-time editing and help keep the framerate high.
channels on the coverage .pngs, not quite sure how to get
them into separate .pngs that Neoaxis layers requires, be
good to have a free tool.
The Wacom Graphire2 works on this machine. I dread
putting in a new motherboard/cpu, this machine is 6 yrs old,
probably requires different memory, who knows what else,
pci-express, etc.
- Nauk
- Gnoll
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Ok, I knew it was something silly, just open the zonesettings.cfg and set thesemadstork91 wrote:After placing a mesh and saving the .cfg will have the data for the placed mesh but it will not render upon reloading the file.
Code: Select all
LoadStatics=1
LoadMovables=1
LoadMobiles=1
LoadGroundcover=1
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Gnoblar
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- Greenskin
- Posts: 118
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http://terrymorgan.net/images/game_shot5.jpg
http://terrymorgan.net/images/game_shot6.jpg
http://terrymorgan.net/images/game_shot7.jpg
- rogerdv
- Gnome
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- Nauk
- Gnoll
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No the UI is not 100% optimized designed for 800x600 but you should be able to work, and everything is accessible - however not very comfortable. I use that resolution sometimes for debugging. A good trick to gain some space here is to use the TAB key and toggle the statusbar and / or the sidebar invisible. You can always use one of Navis great advantages and modify the UI to your likings, it is plain HTML and some javascript, feel free to skin away .
It should be possible to go down to even much lower resolutions and as far as I saw you aren't bound to the native resolution values, and maybe use 16bit color setting to squeeze out the last FPS.
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
- Devil N
- Greenskin
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- Nauk
- Gnoll
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ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- OGRE Retired Team Member
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- Devil N
- Greenskin
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- Nauk
- Gnoll
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Download - should work without problems clicking whatever version you want. Please try again and let me know if it worked.
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
- Nauk
- Gnoll
- Posts: 653
- Joined: Thu May 11, 2006 9:12 pm
- Location: Bavaria
- x 36
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ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Gnoblar
- Posts: 1
- Joined: Sat Jul 07, 2007 2:42 pm
The only ways it could possibly be made attractive to me is if you do indeed open source it, and if it is ported to linux and OpenGL.Nauk wrote:@Lee: I definately have in mind to make it more useful and attractive for other projects, a plugin system and scriptable in- and export are on the todo list. I might even opensource it, right now I just want to let it sink in a bit and go back to gamecoding and brood over it - either way, one or the other is en route.
Looks like a great tool besides these (current) show-stoppers.