Myrddin Landscape Plugin Demo 2

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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thepolo
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Post by thepolo »

The fix ! The fix ! The fix ! :P
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myrddinson
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plugin C++ dlls

Post by myrddinson »

So here is MLP dlls for Ogre 1.4.6+ ;)
The package includes free C++ demo sources (you will need MyddinLandscapeDemo2 Datas directory to build demo): it should help you to start to play with the plugin now...

http://dl.free.fr/qka3pKpah
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thepolo
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Post by thepolo »

Grrrrrr, still a problem !! It is probably a ZPK error.

In RELEASE mode
i got only this dark error :
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And here the log :

Code: Select all

14:57:13: Creating resource group General
14:57:13: Creating resource group Internal
14:57:13: Creating resource group Autodetect
14:57:13: SceneManagerFactory for type 'DefaultSceneManager' registered.
14:57:13: Registering ResourceManager for type Material
14:57:13: Registering ResourceManager for type Mesh
14:57:13: Registering ResourceManager for type Skeleton
14:57:13: MovableObjectFactory for type 'ParticleSystem' registered.
14:57:13: OverlayElementFactory for type Panel registered.
14:57:13: OverlayElementFactory for type BorderPanel registered.
14:57:13: OverlayElementFactory for type TextArea registered.
14:57:13: Registering ResourceManager for type Font
14:57:13: ArchiveFactory for archive type FileSystem registered.
14:57:13: ArchiveFactory for archive type Zip registered.
14:57:13: FreeImage version: 3.10.0
14:57:13: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:57:13: 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
14:57:13: DDS codec registering
14:57:13: Registering ResourceManager for type HighLevelGpuProgram
14:57:13: Registering ResourceManager for type Compositor
14:57:13: MovableObjectFactory for type 'Entity' registered.
14:57:13: MovableObjectFactory for type 'Light' registered.
14:57:13: MovableObjectFactory for type 'BillboardSet' registered.
14:57:13: MovableObjectFactory for type 'ManualObject' registered.
14:57:13: MovableObjectFactory for type 'BillboardChain' registered.
14:57:13: MovableObjectFactory for type 'RibbonTrail' registered.
14:57:13: Loading library .\RenderSystem_Direct3D9
14:57:13: Installing plugin: D3D9 RenderSystem
14:57:13: D3D9 : Direct3D9 Rendering Subsystem created.
14:57:13: D3D9: Driver Detection Starts
14:57:13: D3D9: Driver Detection Ends
14:57:13: Plugin successfully installed
14:57:13: Loading library .\Plugin_ParticleFX
14:57:13: Installing plugin: ParticleFX
14:57:13: Particle Emitter Type 'Point' registered
14:57:13: Particle Emitter Type 'Box' registered
14:57:13: Particle Emitter Type 'Ellipsoid' registered
14:57:13: Particle Emitter Type 'Cylinder' registered
14:57:13: Particle Emitter Type 'Ring' registered
14:57:13: Particle Emitter Type 'HollowEllipsoid' registered
14:57:13: Particle Affector Type 'LinearForce' registered
14:57:13: Particle Affector Type 'ColourFader' registered
14:57:13: Particle Affector Type 'ColourFader2' registered
14:57:13: Particle Affector Type 'ColourImage' registered
14:57:13: Particle Affector Type 'ColourInterpolator' registered
14:57:13: Particle Affector Type 'Scaler' registered
14:57:13: Particle Affector Type 'Rotator' registered
14:57:13: Particle Affector Type 'DirectionRandomiser' registered
14:57:13: Particle Affector Type 'DeflectorPlane' registered
14:57:13: Plugin successfully installed
14:57:13: Loading library .\Plugin_CgProgramManager
14:57:13: Installing plugin: Cg Program Manager
14:57:13: Plugin successfully installed
14:57:13: Loading library .\Plugin_LandscapeSceneManager
14:57:13: Installing plugin: Landscape Scene Manager
14:57:13: Plugin successfully installed
14:57:13: Loading library .\PLugin_ZPK
14:57:13: Installing plugin: ZPK archiver
14:57:13: ArchiveFactory for archive type Zpk registered.
14:57:13: Plugin successfully installed
14:57:13: *-*-* OGRE Initialising
14:57:13: *-*-* Version 1.4.6 (Eihort)
14:57:13: Creating resource group Bootstrap
14:57:13: Added resource location './Datas/packs/Core.zip' of type 'Zip' to resource group 'Bootstrap'
14:57:13: Added resource location './Datas' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/fonts' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/materials/programs' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/materials/scripts' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/materials/textures' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/models' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/gui/default' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/terrain/materials/scripts' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/terrain/materials/textures/splatting' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/terrain/materials/textures/sky' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/terrain/materials/textures/water' of type 'FileSystem' to resource group 'General'
14:57:13: Added resource location './Datas/terrain/materials/textures/water/WaterCaustic.zip' of type 'Zip' to resource group 'General'
The next resoure location was the zpk archive...

In DEBUG mode
The ZPK dll can't load :

Code: Select all

...
14:50:46: Plugin successfully installed
14:50:46: Loading library .\Plugin_CgProgramManager_d
14:50:46: Installing plugin: Cg Program Manager
14:50:46: Plugin successfully installed
14:50:46: Loading library .\Plugin_LandscapeSceneManager_d
14:50:46: Installing plugin: Landscape Scene Manager
14:50:46: Plugin successfully installed
14:50:46: Loading library .\Plugin_ZPK
14:50:48: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library .\Plugin_ZPK.  System Error: Le module spécifié est introuvable.
Any idea ?
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myrddinson
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C++ dlls

Post by myrddinson »

In debug mode, make sure you copy release Plugin_ZPK.dll in debug directory because i have not provided debug dll for ZPK - for obvious reason ;)
And try with Ogre SDK 1.4.6 first because dlls have been compiled with headers from 1.4.6.
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yuriythebest
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Post by yuriythebest »

trying to download the binary demo but the link in the first post links to some french jibber jabber with no clear download link.
asteroidWars - an OGRE game
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thepolo
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Re: C++ dlls

Post by thepolo »

myrddinson wrote:In debug mode, make sure you copy release Plugin_ZPK.dll in debug directory because i have not provided debug dll for ZPK - for obvious reason ;)
And try with Ogre SDK 1.4.6 first because dlls have been compiled with headers from 1.4.6.
That's what i did. :cry:
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neighborlee
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Post by neighborlee »

yuriythebest wrote:trying to download the binary demo but the link in the first post links to some french jibber jabber with no clear download link.
when you get to that page, just click on:

Télécharger ce fichier

cheers
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myrddinson
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C++ dlls

Post by myrddinson »

well make sure you use the last demo (updated shaders for HDR) from this link:

http://dl.free.fr/q1Tlr3Pam

Now it tried again myself from scratch with OgreSDK 1.4.6 with the last dlls i have uploaded and it works well...
So you must make something wrong, try this:
- make a new empty directory 'demo'
- copy OgreSDK 1.4.6 release directory only inside (from the original release !)
- copy MyrddinLandscapeDemo2 'Datas' sub-directory inside (demo you download from above link)
- copy all 'MyrddinPLuginOgre146dlls' (from http://dl.free.fr/qka3pKpah) files and directories inside (overwriting existing files like

shaders.zpk)

now run Demo_terrain.exe and that should work: it works for me ;)
If it works, then you can try to compile demo yourself from sources too.

Otherwise, what Windows OS do you use ? I have only tested on Windows XP for now.
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myrddinson
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C++ dlls

Post by myrddinson »

and i used VS2005 to compile C++ dlls and exe: so you should compile ogre 146 dlls with VS2005 too - but it should be compatible...
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thepolo
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Post by thepolo »

I use VS2008 + ogresdk1.4.6vce90 + vista32

i gonna try again from the beginning with
VS2008 + ogresdk1.4.6vc80
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thepolo
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Post by thepolo »

Ok, that's the problem !
With OgreSDK1.4.6VC80 your demo works ! But not with OgreSDK1.4.6VC90.
I didn't know it but it is not the same dll files between the vc80 and vc90 ogre sdk !

My game engine works with vs2008, so i will wait patiently until you release an Ogrevc90 version :)

Thanks a lot !
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myrddinson
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plugin

Post by myrddinson »

Finally...
I still need to fix some minor bugs and add atmospheric settings serialization but plugin v1.0 is now almost final: user documentation will take some time too but i hope to be able to release LGPL/commercial licenses in about two months - not before because i have real life work too ;)
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thepolo
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Post by thepolo »

still very interested by your plugin :)
Some news ?
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myrddinson
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Post by myrddinson »

well now i am focusing on user documentation and fixing some minor bugs so please be patient ;)
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Post by firecode »

WOW! WOW! look very nice

The demo can save/load about user change?
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myrddinson
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demo

Post by myrddinson »

no you cannot save user changes in the demo... for now.
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aguru
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Post by aguru »

Sorry for bumping the old topic, myrddinson. Great to hear v1 is final now.

About the demo terrain, how did you create it? I've been looking into different tools for terrain generation lately but I can't seem to find a definite toolchain. Right now I'm leaning towards purchasing World Machine. I was hoping you could share some insights on heightmap creation/texturing, and what your personal preferences are?

Thanks.
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alexdbkim
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Post by alexdbkim »

Wah...... How much time do I need to put for making an application like this?
Alexander Dong Back Kim - ê¹€ë
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Post by Cobra8472 »

aguru wrote:Sorry for bumping the old topic, myrddinson. Great to hear v1 is final now.

About the demo terrain, how did you create it? I've been looking into different tools for terrain generation lately but I can't seem to find a definite toolchain. Right now I'm leaning towards purchasing World Machine. I was hoping you could share some insights on heightmap creation/texturing, and what your personal preferences are?

Thanks.

From my personal endeavors I have found World Machine to be one of the best tools in creating heightmaps.
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myrddinson
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Post by myrddinson »

well i generated first terrain in the demo using L3DT - free version: i generated a big 2048x2048 seamless heightmap then i used plugin built-in tool method to slightly blur, normalize and split big heightmap in 8x8 smaller heightmap pages. I used also plugin built-in brushes to modify terrain geometry and paint road texture. The splatting layer brush was disabled in the demo but will be included in the final plugin release.
Sorry but i have not much time to spare now for working on the plugin release - because of my real work - so please be patient: i intend now to release v1.0 plugin - including C++ sources and doc for free version, shaders sources for commercial version - in first quarter 2009; by the way i am working now on a dedicated web site too. Editor will be released later but with plugin sources and doc, you should be able to make your own one if you want or import heightmap data from other editors.
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Post by raygeee »

Great plugin! Thanks very much. I like that sunset and dawn :-)

I was able to integrate your plugin easily. There's only one small problem I had:
When cleaning up my scene I used to call Mogre.SceneManager.ClearScene(). With your plugin loaded this causes an System.AccessViolationException and I don't know how to solve this. I get no further StackTrace than the ClearScene() method or any other information.

I'm using Vista 32Bit, VS 2008 Standard and Mogre SDK 1.4.6

Edit: I'm also getting an AccessViolationException when calling Mogre.Root.DestroySceneManager(mySceneMgr) and Mogre.Root.Dispose(). Am I having a thread problem?

btw, are you using QuickGui from Mogre / with .NET-code or only from C++-code directly?
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myrddinson
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Post by myrddinson »

Well you use the right environment: just be sure that if you release manually some objects from the scene - for instance custom manual objects - before calling ClearScene, that you detach them from the scene graph too otherwise ClearScene will fail while trying to release scene object which is released yet because ClearScene free all scene objects.
If it is not the case, you will have to wait for the source release in order to be able to investigate more...
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myrddinson
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myrddin landscape plugin

Post by myrddinson »

no, as some guys ask, Myrddin Landscape plugin is not dead ;)
But i will need more time to release final version - both free and commercial plugin - because of my actual job constraints but i am planning to release version 1.0 late march 2009 so just keep an eye here: i intend to open plugin dedicated website late january too. Perhaps i will release a third demo with splatting map painting feature at the same time.
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Re: Myrddin Landscape Plugin Demo 2

Post by mickeyren »

I was wondering if this plugin allows terrain deformation? eg, explosion crater etc.,
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myrddinson
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Re: Myrddin Landscape Plugin Demo 2

Post by myrddinson »

yes terrain plugin allows heightmap deformation - final release will allow layer and color map painting too: you can yet test this feature with the last demo.
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