ArtifexTerra Terrain Editor [1.2 Beta Release 10.3.14 Pg.16]

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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jacmoe
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by jacmoe »

xadhoom wrote:
Nauk wrote: if you need bigger, try Ogitor, the PLSM2 support could be working by now.
Thanks for mentioning Ogitor, Nauk! :)

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 :wink:
I think we are all waiting for the upcoming in-house paged terrain sm. :wink:
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by Nauk »

jacmoe wrote: I think we are all waiting for the upcoming in-house paged terrain sm. :wink:
So totally :D
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by stealth977 »

Nauk:

Just out of curiosity, what was the Heightmap resolution when you tried 15kx15k ogre units?
(You know heightmap resolution counts when mentioning the area covered since you can use a 128x128 heightmap and scale it to 128Kx128K if you want but it would look awful:) )

I am asking that because when using ETM/ETL anything above 512x512 makes it awfully slow especially if you are using PG and/or Hydrax...

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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.

Post by Nauk »

Hey Ismail, here is an excerpt of the zonesettings.cfg:

Code: Select all

TerrainWidth_X=15000
TerrainWidth_Z=15000
TerrainHeight_Y=5000
TerrainLoD=1
TerrainPixelError=2
TerrainLoDMorphingFactor=0.20
TerrainMaxLoD=255
TerrainTileSize=33
TerrainEdgeVertexCount=513
...and a heightmap of 1025 square, runs ok-ish with paged-grass on between 20 and 30 FPS average on my system, the performance increases a good deal if you enable fog and set the pixelerror to 13 which is a value still has a good balance between quality and fps.

The visual quality of said zone looks like this:
Image Image Image
Image Image Image

Another trade-off with that size is the brush accuracy drops a bit for very small brushes of 1 to 3 pixel.

[Edit] this is with the dynamic lighting shader and normalmapping on.

HTH /Nauk :)
Last edited by Nauk on Tue Dec 14, 2010 1:13 am, edited 1 time in total.
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by stealth977 »

Ah ok :)

Btw, considering your measures, the terrain dimensions are actually 1500 meters x 1500 meters with a 1.5 meter grid spacing, right? (As far as I remember you use 10 Ogre units = 1 meter for the placed objects)

Its too bad OGRE does not have an inhouse paged terrain SM, yet, to make some > 10Km square maps with low grid spacing . :(

PLSM is not much Editor friendly unless you force it to work in a predefined mode, still there seems some bugs. An in-house PLSM / SPT would be really nice....

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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by jacmoe »

stealth977 wrote:An in-house PLSM / SPT would be really nice....
In case you haven't noticed, Sinbad is busy working on one. :)
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by Nauk »

With the default model sizing recent Artifex comes with it is 1:10 but you could just scale the models down by factor 10 and decrease the scale factor of the splatting textures further to get a 1:1 setting with still the same performance, the only real drawback is that painting and shaping roads within reasonable proportions becomes a bit more tedious, but is still doable, although 15kx15k seems to be the very max if you want to stay within a halfway ok and editable quality.
jacmoe wrote:
stealth977 wrote:An in-house PLSM / SPT would be really nice....
In case you haven't noticed, Sinbad is busy working on one. :)


Seems like everyone is hurting for one, same goes for me. The problem with PLSM2 is that seems to be lot of effort to integrate it sensefully and at least I am not risking to put that many hours into something that is no longer maintained or actively developped and could be broken with the next Ogre version. Also and this might be a wrong and very subjective impression most editor projects I have noticed around it either burned out or stopped and there must be a reason for it I am not keen on experiencing first hand. But then again, the whole paging topic is very complicated because there are so many more situations to take into account and especially from the public editor point of view: manage all the data & saving, undo, crosspage-painting, etc, is judging from my experience with Artifex now, exponentially more complex than doing it just with a single paged scene.

All hope on Sinbads wisdom here :)
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by westpointer »

jacmoe wrote:
stealth977 wrote:An in-house PLSM / SPT would be really nice....
In case you haven't noticed, Sinbad is busy working on one. :)
It will be great if there is an offical paged terrain sm one day, so we don't need to worry about the "broken" or "inactive" thing.
I also see the roadmap of ogre on the wiki, but the "Very large world support" is planned in OGRE 2.0.0 "Tindalos".
So it seems we have to wait for pretty long time until the release.
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by jacmoe »

westpointer wrote:I also see the roadmap of ogre on the wiki, but the "Very large world support" is planned in OGRE 2.0.0 "Tindalos".
So it seems we have to wait for pretty long time until the release.
Fortunately, you are wrong. :)

:arrow: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=48320

I salute both Sinbad and the unknown client. :D
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by Azgur »

westpointer wrote:
jacmoe wrote:
stealth977 wrote:An in-house PLSM / SPT would be really nice....
In case you haven't noticed, Sinbad is busy working on one. :)
It will be great if there is an offical paged terrain sm one day, so we don't need to worry about the "broken" or "inactive" thing.
I also see the roadmap of ogre on the wiki, but the "Very large world support" is planned in OGRE 2.0.0 "Tindalos".
So it seems we have to wait for pretty long time until the release.
Actually, the "very large world support" is referring at floating point imprecision at very large coordinates.
But as jacmoe pointed out, there's some really interesting stuff going on on much shorter term.
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by westpointer »

Oh, I see, It looks promising :D
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by Nauk »

Oh, I see, It looks promising :D
It so does, especially looking at the new code. I just started integrating it, so the next Artifex will definately have it.
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by Nauk »

...and a short preview to the next version 1.0: I have started moving Artifex to Gtkmm and it is already running inside the Gtkmm Widget and with that you can expect the often requested linux version somewhen soon. Gtkmm because it gives me the most freedom to customize the ui-style and it will look everywhere the same. It also allows me to stay as close as possible to the current gui-design and artist-friendly usability. With the complexity of the upcoming features (:D) writing good looking yet functional custom widgets in html started to become really uphill, inventing the wheel over and over once more and again - I hope to get a good cutdown in devtime from that move. Oh and it will be another freebie :)
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Re: ArtifexTerra - Terrain editor [0.90RC2b - TSM out! - Pg.7]

Post by westpointer »

Looking forward to version 1.0 :D
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by Nauk »

Hey everyone,

here is a minor bugfix update for Artifex, concerning a bug that prevented to create custom properties with the same property name for different objects:

Download http://www.artifexterra.com/ *** and unzip it into your artifex installation folder, -> media / gui to replace the existing objectproperties.html.

Sorry for the inconvenience :)

Cheers,
Nauk
Last edited by Nauk on Tue Dec 14, 2010 1:14 am, edited 1 time in total.
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by caramel1982 »

Thank you so much Nauk. It is a great help.

Download http://www.artifexterra3d.com/download/ ... erties.zip and unzip it into your artifex installation folder, -> media / gui to replace the existing objectproperties.html.

I followed the step above and it works. Thanks

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error LNK2001: unresolved external symbol. Help !!!!!

Post by compvis »

Hi,

In the progress of loading Artifex Terra 3D scene in my ogre3d project. I meet some errors like:

Code: Select all

1>Linking...
1>gCore.obj : error LNK2001: unresolved external symbol "public: void __thiscall ArtifexLoader::unloadZone(void)" (?unloadZone@ArtifexLoader@@QAEXXZ)
1>gCore.obj : error LNK2001: unresolved external symbol "public: bool __thiscall ArtifexLoader::loadZone(class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,bool,bool,bool,bool,bool,bool,bool,bool,bool)" (?loadZone@ArtifexLoader@@QAE_NV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@_N11111111@Z)
1>gCore.obj : error LNK2001: unresolved external symbol "public: __thiscall ArtifexLoader::ArtifexLoader(class Ogre::Root *,class Ogre::SceneManager *,class Ogre::SceneNode *,class Ogre::Camera *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0ArtifexLoader@@QAE@PAVRoot@Ogre@@PAVSceneManager@2@PAVSceneNode@2@PAVCamera@2@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z)
1>D:\Klink® Projects\Fighter\Release\Fighter.exe : fatal error LNK1120: 3 unresolved externals
1>Build log was saved at "file://d:\Klink® Projects\Fighter\Fighter\Release\BuildLog.htm"
1>Fighter - 4 error(s), 8 warning(s)
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========
What i was wrong ? Help....
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by Nauk »

Like posted on the Artifex boards, you have to add the .cpp files of the loader to your project. That will fix it :)
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by Nauk »

A short howto-fix for the people that have been struggling with a crash during startup, affecting some systems with semi-old nvidia card models:
http://www.artifexterra3d.com/forum/bug ... -on-start/
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by compvis »

hi,

I meet a problem while creating a new project. My log file is:

Code: Select all

15:31:18: Creating resource group General
15:31:18: Creating resource group Internal
15:31:18: Creating resource group Autodetect
15:31:18: SceneManagerFactory for type 'DefaultSceneManager' registered.
15:31:18: Registering ResourceManager for type Material
15:31:18: Registering ResourceManager for type Mesh
15:31:18: Registering ResourceManager for type Skeleton
15:31:18: MovableObjectFactory for type 'ParticleSystem' registered.
15:31:18: OverlayElementFactory for type Panel registered.
15:31:18: OverlayElementFactory for type BorderPanel registered.
15:31:18: OverlayElementFactory for type TextArea registered.
15:31:18: Registering ResourceManager for type Font
15:31:18: ArchiveFactory for archive type FileSystem registered.
15:31:18: ArchiveFactory for archive type Zip registered.
15:31:18: FreeImage version: 3.10.0
15:31:18: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
15:31:18: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
15:31:18: DDS codec registering
15:31:18: Registering ResourceManager for type HighLevelGpuProgram
15:31:18: Registering ResourceManager for type Compositor
15:31:18: MovableObjectFactory for type 'Entity' registered.
15:31:18: MovableObjectFactory for type 'Light' registered.
15:31:18: MovableObjectFactory for type 'BillboardSet' registered.
15:31:18: MovableObjectFactory for type 'ManualObject' registered.
15:31:18: MovableObjectFactory for type 'BillboardChain' registered.
15:31:18: MovableObjectFactory for type 'RibbonTrail' registered.
15:31:18: Loading library .\KlinkDirect3D9
15:31:18: Installing plugin: D3D9 RenderSystem
15:31:18: D3D9 : Direct3D9 Rendering Subsystem created.
15:31:18: D3D9: Driver Detection Starts
15:31:18: D3D9: Driver Detection Ends
15:31:18: Plugin successfully installed
15:31:18: Loading library .\KlinkParticleFX
15:31:18: Installing plugin: ParticleFX
15:31:18: Particle Emitter Type 'Point' registered
15:31:18: Particle Emitter Type 'Box' registered
15:31:18: Particle Emitter Type 'Ellipsoid' registered
15:31:18: Particle Emitter Type 'Cylinder' registered
15:31:18: Particle Emitter Type 'Ring' registered
15:31:18: Particle Emitter Type 'HollowEllipsoid' registered
15:31:18: Particle Affector Type 'LinearForce' registered
15:31:18: Particle Affector Type 'ColourFader' registered
15:31:18: Particle Affector Type 'ColourFader2' registered
15:31:18: Particle Affector Type 'ColourImage' registered
15:31:18: Particle Affector Type 'ColourInterpolator' registered
15:31:18: Particle Affector Type 'Scaler' registered
15:31:18: Particle Affector Type 'Rotator' registered
15:31:18: Particle Affector Type 'DirectionRandomiser' registered
15:31:18: Particle Affector Type 'DeflectorPlane' registered
15:31:18: Plugin successfully installed
15:31:18: Loading library .\KlinkOctree
15:31:18: Installing plugin: Octree & Terrain Scene Manager
15:31:18: Plugin successfully installed
15:31:18: Loading library .\KlinkCg
15:31:18: Installing plugin: Cg Program Manager
15:31:18: Plugin successfully installed
15:31:18: *-*-* OGRE Initialising
15:31:18: *-*-* Version 1.6.2 (Shoggoth)
15:31:18: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
15:31:18: D3D9 : RenderSystem Option: Anti aliasing = None
15:31:18: D3D9 : RenderSystem Option: Floating-point mode = Fastest
15:31:18: D3D9 : RenderSystem Option: Full Screen = No
15:31:18: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 9800 GTX/9800 GTX+
15:31:18: D3D9 : RenderSystem Option: VSync = No
15:31:18: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
15:31:18: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
15:31:18: CPU Identifier & Features
15:31:18: -------------------------
15:31:18:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Duo CPU     E4600  @ 2.40GHz
15:31:18:  *      SSE: yes
15:31:18:  *     SSE2: yes
15:31:18:  *     SSE3: yes
15:31:18:  *      MMX: yes
15:31:18:  *   MMXEXT: yes
15:31:18:  *    3DNOW: no
15:31:18:  * 3DNOWEXT: no
15:31:18:  *     CMOV: yes
15:31:18:  *      TSC: yes
15:31:18:  *      FPU: yes
15:31:18:  *      PRO: yes
15:31:18:  *       HT: no
15:31:18: -------------------------
15:31:18: D3D9 : Subsystem Initialising
15:31:18: D3D9RenderSystem::_createRenderWindow "ArtifexLoader 0.90 beta RC2", 1024x768 windowed  miscParams: FSAA=0 FSAAQuality=0 colourDepth=32 gamma=false useNVPerfHUD=false vsync=false 
15:31:18: D3D9 : Created D3D9 Rendering Window 'ArtifexLoader 0.90 beta RC2' : 1024x768, 32bpp
15:31:18: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
15:31:18: Registering ResourceManager for type Texture
15:31:18: Registering ResourceManager for type GpuProgram
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT16_R
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT32_R
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT16_GR
15:31:18: D3D9: Vertex texture format supported - PF_FLOAT32_GR
15:31:18: RenderSystem capabilities
15:31:18: -------------------------
15:31:18: RenderSystem Name: Direct3D9 Rendering Subsystem
15:31:18: GPU Vendor: nvidia
15:31:18: Device Name: NVIDIA GeForce 9800 GTX/9800 GTX+
15:31:18: Driver Version: 6.14.11.7798
15:31:18:  * Fixed function pipeline: yes
15:31:18:  * Hardware generation of mipmaps: yes
15:31:18:  * Texture blending: yes
15:31:18:  * Anisotropic texture filtering: yes
15:31:18:  * Dot product texture operation: yes
15:31:18:  * Cube mapping: yes
15:31:18:  * Hardware stencil buffer: yes
15:31:18:    - Stencil depth: 8
15:31:18:    - Two sided stencil support: yes
15:31:18:    - Wrap stencil values: yes
15:31:18:  * Hardware vertex / index buffers: yes
15:31:18:  * Vertex programs: yes
15:31:18:  * Fragment programs: yes
15:31:18:  * Geometry programs: no
15:31:18:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
15:31:18:  * Texture Compression: yes
15:31:18:    - DXT: yes
15:31:18:    - VTC: no
15:31:18:  * Scissor Rectangle: yes
15:31:18:  * Hardware Occlusion Query: yes
15:31:18:  * User clip planes: yes
15:31:18:  * VET_UBYTE4 vertex element type: yes
15:31:18:  * Infinite far plane projection: yes
15:31:18:  * Hardware render-to-texture: yes
15:31:18:  * Floating point textures: yes
15:31:18:  * Non-power-of-two textures: yes
15:31:18:  * Volume textures: yes
15:31:18:  * Multiple Render Targets: 4
15:31:18:    - With different bit depths: yes
15:31:18:  * Point Sprites: yes
15:31:18:  * Extended point parameters: yes
15:31:18:  * Max Point Size: 8192
15:31:18:  * Vertex texture fetch: yes
15:31:18:    - Max vertex textures: 4
15:31:18:    - Vertex textures shared: no
15:31:18:  * Render to Vertex Buffer : no
15:31:18:  * DirectX per stage constants: yes
15:31:18: ***************************************
15:31:18: *** D3D9 : Subsystem Initialised OK ***
15:31:18: ***************************************
15:31:18: ResourceBackgroundQueue - threading disabled
15:31:18: Particle Renderer Type 'billboard' registered
15:31:18: SceneManagerFactory for type 'OctreeSceneManager' registered.
15:31:18: SceneManagerFactory for type 'TerrainSceneManager' registered.
15:31:18: Creating resource group Bootstrap
15:31:18: Added resource location '../media/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
15:31:18: Added resource location '.' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/water' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/skyes' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/pg_grass' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/models' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/gui' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/material' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/programs' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/scripts' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/textures' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/overlays' of type 'FileSystem' to resource group 'General'
15:31:18: Added resource location '../media/particle' of type 'FileSystem' to resource group 'General'
15:31:18: Parsing scripts for resource group Autodetect
15:31:18: Finished parsing scripts for resource group Autodetect
15:31:18: Parsing scripts for resource group Bootstrap
15:31:18: Parsing script OgreCore.material
15:31:18: Parsing script OgreProfiler.material
15:31:18: Parsing script Ogre.fontdef
15:31:18: Parsing script OgreDebugPanel.overlay
15:31:18: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
15:31:18: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
15:31:18: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
15:31:18: Font BlueHighwayusing texture size 512x512
15:31:18: Info: Freetype returned null for character 127 in font BlueHighway
15:31:18: Info: Freetype returned null for character 128 in font BlueHighway
15:31:18: Info: Freetype returned null for character 129 in font BlueHighway
15:31:18: Info: Freetype returned null for character 130 in font BlueHighway
15:31:18: Info: Freetype returned null for character 131 in font BlueHighway
15:31:18: Info: Freetype returned null for character 132 in font BlueHighway
15:31:18: Info: Freetype returned null for character 133 in font BlueHighway
15:31:18: Info: Freetype returned null for character 134 in font BlueHighway
15:31:18: Info: Freetype returned null for character 135 in font BlueHighway
15:31:18: Info: Freetype returned null for character 136 in font BlueHighway
15:31:18: Info: Freetype returned null for character 137 in font BlueHighway
15:31:18: Info: Freetype returned null for character 138 in font BlueHighway
15:31:18: Info: Freetype returned null for character 139 in font BlueHighway
15:31:18: Info: Freetype returned null for character 140 in font BlueHighway
15:31:18: Info: Freetype returned null for character 141 in font BlueHighway
15:31:18: Info: Freetype returned null for character 142 in font BlueHighway
15:31:18: Info: Freetype returned null for character 143 in font BlueHighway
15:31:18: Info: Freetype returned null for character 144 in font BlueHighway
15:31:18: Info: Freetype returned null for character 145 in font BlueHighway
15:31:18: Info: Freetype returned null for character 146 in font BlueHighway
15:31:18: Info: Freetype returned null for character 147 in font BlueHighway
15:31:18: Info: Freetype returned null for character 148 in font BlueHighway
15:31:18: Info: Freetype returned null for character 149 in font BlueHighway
15:31:18: Info: Freetype returned null for character 150 in font BlueHighway
15:31:18: Info: Freetype returned null for character 151 in font BlueHighway
15:31:18: Info: Freetype returned null for character 152 in font BlueHighway
15:31:18: Info: Freetype returned null for character 153 in font BlueHighway
15:31:18: Info: Freetype returned null for character 154 in font BlueHighway
15:31:18: Info: Freetype returned null for character 155 in font BlueHighway
15:31:18: Info: Freetype returned null for character 156 in font BlueHighway
15:31:18: Info: Freetype returned null for character 157 in font BlueHighway
15:31:18: Info: Freetype returned null for character 158 in font BlueHighway
15:31:18: Info: Freetype returned null for character 159 in font BlueHighway
15:31:18: Info: Freetype returned null for character 160 in font BlueHighway
15:31:18: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
15:31:18: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
15:31:18: Parsing script OgreLoadingPanel.overlay
15:31:18: Finished parsing scripts for resource group Bootstrap
15:31:18: Parsing scripts for resource group General
15:31:18: Parsing script black2alpha.program
15:31:18: Parsing script decal.material
15:31:18: Parsing script OUaTWater.01.material
15:31:18: Parsing script OUaTWater.02.material
15:31:18: Parsing script skybox.material
[b]15:31:18: OGRE EXCEPTION(5:ItemIdentityException): Unable to locate vertex program called Ogre/BasicVertexPrograms/AmbientOneTexture. in GpuProgramUsage::setProgramName at ..\src\OgreGpuProgramUsage.cpp (line 61)[/b]

There is an exception at bottom of log file.

What i was wrong in setting project ?

Thanks
compvis
Gremlin
Posts: 165
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by compvis »

hi,

I have fixed my problem above but still there is a problem. Pls compare two images below:

This is a terrain scene that created and loaded by Artifex Terra3D:
Image

This is a terrain that loaded in my project: (no grass animation, no moutain which created in Artifext3D)
Image

What have i been lacking in ?
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Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by Nauk »

The missing mountain is because you did not export your editing to the heightmap PNG. Artifex is by default saving the heightmap to a custom float binary file, the PNG is not updated automatically because the constant float to 16bit conversion does erode your data over time, especially if you save and reload a lot. So once you are done with the editing, open the project manager with Ctrl+F and press "Export terrain as PNG" that will update the heightmap PNG.

The grass does not show up because the 0.90 scene loader doesn't have the grassloading completely implemented, it does load the values from the file, but you need to implement it yourself. Easiest way to do it is take the grassdemo code coming with the PageGeometry library.

Hope that clears it up for you and very nice screenshots, I really like what you did there with the mountain :)

/Nauk
compvis
Gremlin
Posts: 165
Joined: Wed Sep 10, 2008 6:14 am

Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by compvis »

Hi Nauk,

Thank you so much !

Maybe i didn't carefully read tutorials from you. Now i have fully loaded the scene in my project. But i still have some questions about Artifex Terra3D:

1. How can i remove Fog out of my scene ? Although i have disabled this property in Artifex Terra3D Editor but when i load the scene, the Fog sill exists in my scene.
2. How can i get a Camera from Artifex Terrar3D scene then assign for Camera in my game ? I want to place my game's camera like the camera in Artifex Terrar3D Editor. With the scene created by Artifex Terra3D, when i load such scene in my game, the camera placed at a position that not expected !

This is my scene with your help (I can't remove the fog):
Image

My scene in the Artifex Terra3D (removed the fog):
Image

Sorry for my bad english !
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Nauk
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Re: ArtifexTerra - Terrain editor [0.90RC2b - Bugfix - Pg.8]

Post by Nauk »

The fog switch is actually missing in the zonesettings.cfg, you have to disable the fog manually by

Code: Select all

mSceneMgr->setFog();
. Thanks for bringing it to my attention, I will put it back in with the next release.

As for the camera, you can just read the mCamX, mCamY, mCamZ and mFarClipDistance from the loader, the Artifex camera position is saved there or you pass on the mCamera and mCamNode pointers to your application. The camera orientation is another missing setting.

HTH :)
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