You can find all releases on Sourceforge.MCin22 wrote:(corrupted main site; where is Ogre 1.4.9 VS80 version to download!!)
ArtifexTerra Terrain Editor [1.2 Beta Release 10.3.14 Pg.16]
- jacmoe
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- MCin22
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
Well, my project anyway will be only for Windows .
@jacmoe
Thank, I'll check this out .
Now I've got working VC++ and I'm changing paths in project file . Anyway, thanks!
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
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
- MCin22
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
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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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
- tdev
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
great newsNauk wrote:Good news and a short update: I have been working on the loader code all day, and managed to completely remove the ETM dependency without loosing the 9 texture splatting nor the dynamic lighting - much more simple than anticipated. So now you will be able to load a full fledged Artifex-Scene with pure vanilla Ogre-TSM only and PagedGeometry if you want grass . Code release coming up the next days (tm).
do you plan to implement terrain paging?
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
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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Re: ArtifexTerra - Terrain editor [v0.90 RC1b - Release! - Pg.5]
Yes the engine is called Ainur Engine which is an open source game engine I'm writing in my spare time.Nauk wrote:@plfiorini: I guess the engines name is Ainur? Sounds very interesting, I am looking forward and am curious what you are cooking there. Are you making it with a game project in mind or are you more interested in the engine itself? Don't worry about it being the first steps, Artifex is more or less my first 3D project too and if you just keep making the next step and stick to it you'll get somewhereCompliments like that run down like handwarm oil, very flattering says my ego .ArtifexTerra is a very good editor and in fact I am concentrating on the real engine instead of think too much to my custom scene editor, because I already have the right tool to do the job.
I should release the 0.1.0 version in the next one or two months - there are still a lot of things to do, for example PhysX with TSM doesn't play as nice as with ETM (although I had some problems with ETM too, for example half of the crate mesh was under the terrain), I still have to implement PSSM shadows, the grass colour is bad it seems it can't load it from the ETbase.png file (it did in a previous attempt, dunno what I screwed up) and I'm planning to implement my water instead of using Hydrax which seems slow. So a lot of things that needs to be done but I am slowing putting all the pieces together for a first release.
I actually started the engine with a kind of game in mind: outdoor FPS, but I want to make something I can use in every game of this kind and maybe let it evolve in a more general purpose engine.
I always had a dream about an engine with dynamic weather (it would be really cool to slowly cover the terrain with snow too but I don't know how to do it or if it's even possible), water and vegetation!
There's a simple FPS which I am writing to test the engine but it has no story at all, not that it's always needed for FPS games (I just have to find a good villain and let the player kill every thing is moving on the screen
- sisyphus
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC1b - Update1! - Pg.6]
@sisyphus: Thank you for the interest - the ogre body is a WIP done by my fiancee DragonSnail and not quite ready yet for public release, the low poly version is close to be finished but still has some exporter quirks.
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
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.
A lot of work went into perking the loader and tuning it to be able to load fully featured Artifex-Scenes with the basic plain Ogre Terrain Scenemanager, in short you don't need to include ETM anymore in your project unless you want to deform or edit the terrain with your game or application (note: to state the obvious, you will still need pagedgeometry if you want the paged grass). Means splatting and normalmapping of 9 different textures at once on good ol' TSM . You can comfortably decide via "define" switch which terrain manager you want to use. The loader now has also been tested with several compilers and the latest 2 ogre versions. So it should compile out of the box with, VS2005 / 8.0, VS2008 / 9.0, MinGW C::B, Ogre 1.49 and Ogre 1.61; there are premade project files included.
Artifex itself got many smaller bugfixes, apart from the dds support everything users reported to us has been fixed. DDS textures still require the work-around and are due for the next release. The drop-to-ground option has been reimplemented and works better than before. Another new feature alongside with the new loader is the export TSM settings button that will save a standard Ogre terrain config file. A functionality that has also been added to the general saving function, means whenever you save your entire project the terrain.cfg is written by default too.
Another round of improvement went into the model-pack, many of them have been overhauled a bit and the textures improved. Also there are 2 new stone models included now. All models have been resized to match a consistent standard of 10 Units = 1 meter. There is a txt file in the model folder listing the size for each model.
To stay with the eye-candy topic: our demo zone being a permanent WIP, has gotten several new areas too check it out:
As always you can find it here:
Artifex Terra 3d 0.90 b RC2 - Free Community Edition
Note: For the people with odd connection problems we will add rapidshare and .torrent mirrors asap, just give us some time to be 100% sure the installer is ok.
We sincerely hope you like the changes!
Enjoy /Nauk
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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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
Keep up good working!
- MCin22
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
@jmd: You are welcome
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
- NoodlesOnMyBack
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
Im specially interested in the pimped TSM you mentioned, because my game doesnt requiered realtime deformation, and in the demos TSM runs really fast.
Are you getting a performance boost when using TSM?
Downloading!
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
3 more things while I am at it, that I forgot to point out. The mountains in the screenshot are mainly modelled with the experimental shaping tools you get by pressing F8, the tools 0 to 3 seem to be pretty useful and as it looks like make it into the next version with their own button. You can flip through the tools by pressing F8, you see which tool you got in the console window, right clicking while being in that mode is a very strong 4x blur mixed blur and flatblur tool.
Since a couple of people asked now, we will make a loader demo with pagedgrass soon.
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
- NoodlesOnMyBack
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
Code: Select all
01:58:10: * CPU ID: AuthenticAMD: AMD Athlon(tm) 64 Processor 3000+
01:58:10: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 6600 GT
01:58:10: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
01:58:10: D3D9 : RenderSystem Option: Anti aliasing = None
01:58:10: D3D9 : RenderSystem Option: Floating-point mode = Fastest
01:58:10: D3D9 : RenderSystem Option: Full Screen = No
01:58:10: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 6600 GT
01:58:10: D3D9 : RenderSystem Option: VSync = No
01:58:10: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
What i did was to take the material of TSM and put it on the Forest example of paged geometry to see it running, and its not bad, but kinda slow, i think i'll test it more anyway.
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.
About the texture sizes and terrain settings: they are intentionally left "big" so people have meat to be able to still scale them to their likings or modify them with an image processing program. Same for the model textures, they are all 1024px with no compression, just scale them down. Same with the terrain settings, just adjust it to your likings in the terrain tab to the right.
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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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
Code: Select all
01:58:10: - Max vertex program version: vs_3_0
01:58:10: - Max fragment program version: ps_3_0
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
Trying to locate it I ran a test on a very old laptop Sempron 3000+ 800 mhz, 128 (!!!) mb ram, 32 mb SiS mobile graphics, Win XP and to my big surprise it did not crash but loaded properly, no splatting textures, but the rest worked fine at a stunning 3FPS - loading time around 15 minutes, yay .
Anyway what I can recommend from that is, definately to update your winxp to latest, get the latest directx and drivers and shutdown all unnecessary stuff that runs in the background, also check your starting environment -> start -> execute -> msconfig , install artifex with the runtime coming with it. When you run Artifex, make sure you don't have 36 other programs running at the same time, especially not the big memory consumers.
Artifex definately is resource hungry, but it can run fine on older systems like mine: Athlon 3400+ (single core), 2GB ram, Nvidia 7600 GS 256mb and with that I get an average between 40 and 50 FPS in the demo scene.
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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- Goblin
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
I have been reading this post but I can't find information about if it is capable of loading a huge terrain, similar to the PLSM2 plug-in.
Can it?.
Thanks.
- Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
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
- xadhoom
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]
Thanks for mentioning Ogitor, Nauk!Nauk wrote: if you need bigger, try Ogitor, the PLSM2 support could be working by now.
Unfortunately PLSM2 support is not fully integrated in Ogitor yet but soon will after porting to wxWidget. (http://www.ogre3d.org/addonforums/viewt ... =29&t=9319)
But 15kx15k sounds quiet huge and maybe yet enough
xad