Myrddin Landscape PLugin and Editor

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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myrddinson
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Myrddin Landscape PLugin and Editor

Post by myrddinson » Mon Mar 31, 2008 2:54 pm

Hi,

i am currently working on a paging landscape plugin (and editor).
Currently, plugin development is at 80% and these features are implemented yet:

// terrain splatting (up to 8 layers - 3 layers per pass),

// lightmap : color added to ambient color,

// color map : color modulated with diffuse color

// specular lightning (per layer specular color or specular color map),

// optional per-layer diffuse and specular color,

// normal mapping,

// offset/parallax mapping,

// point/directional/spot light (one per pass)

// fog

// shadow map

// LOD geomorphing

// optional slope/ground autosplatting

// water plane(s) (refraction/reflection, sky and sun reflection, deep sea fog)

// smooth range interpolation from full effects to low effects

// paging

i still need to implement streaming paging, complete runtime generation of shaders and vegetation.

This plugin will be used by the MOgre-based Myrddin landscape editor that is in early development (20%)

For now, I intend to release the plugin under LGPL license but the editor will be sold separatly under shareware license.

Sorry i have only screenshots for now: i will release a demo soon ;)

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Lord LoriK
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Post by Lord LoriK » Mon Mar 31, 2008 3:12 pm

Is the plugin for Mogre only? I hope not. There's too many nice features to miss if it is...

BTW, the links to the images seem to be broken. None works here. Downloading works fine, though.
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myrddinson
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myrddin landscape plugin

Post by myrddinson » Mon Mar 31, 2008 3:48 pm

the landscape plugin is written in C++ and so fully compatible with Ogre:
i use SceneManager::setOption from the MOgre-based editor to control plugin features (as well as editing) because i wanted to keep Ogre plugin architecture to avoid porting plugin in .NET.

I don't know for the screenshots: they seem to be well displayed for me sorry.


Myrddinson.
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eugen
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Post by eugen » Mon Mar 31, 2008 3:58 pm

the screenshots are not visible
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myrddinson
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Post by myrddinson » Mon Mar 31, 2008 4:02 pm

ok perhaps it is because screenshots are on Free (french provider) server and only accessible to Free members: i will fix that as soon as i can.
Sorry for the inconvenience ;)
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myrddinson
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Post by myrddinson » Mon Mar 31, 2008 4:25 pm

So here are the screenshots with functional links - i hope so ;)

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Seregvan
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Post by Seregvan » Mon Mar 31, 2008 4:31 pm

but is this faster than PLSM? PLSM is very slow, so I would like to see faster terrain manager =) And I will also be glad to test it =)
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myrddinson
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Post by myrddinson » Mon Mar 31, 2008 4:37 pm

currently, framerate with the small landscape showed in the screenshots is about 180fps on my computer system - Intel Core2 duo 6400 2Go RAM and Geforce 7950GT.

I have not tested yet on a ATI based system: i would be glad to know about reporting bugs if any.
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Post by Xavyiy » Mon Mar 31, 2008 4:37 pm

Nice shots, I've worked some time ago on a parallax mapping texture mode for PLSM2 that looks similar to your work(Only the appearence!) there's the link: http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=5441

Very good work, can't wait to try it!
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myrddinson
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Post by myrddinson » Mon Mar 31, 2008 4:53 pm

I am building a small demo now but i need to deal with some right troubles: i 'borrowed' textures that i use in the screenshots in Neverwinter Night 2 so i need to replace them with free ones but it is difficult to find good free textures - with normal map (and normal+heightmap for the dirt road) ;) so perhaps i will release the demo without normal maps.
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Xavyiy
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Post by Xavyiy » Mon Mar 31, 2008 4:59 pm

myrddinson wrote:I am building a small demo now but i need to deal with some right troubles: i 'borrowed' textures that i use in the screenshots in Neverwinter Night 2 so i need to replace them with free ones but it is difficult to find good free textures - with normal map (and normal+heightmap for the dirt road) ;) so perhaps i will release the demo without normal maps.
There's a very useful and easy phosothop plugin for generate normal maps of any texture:
http://developer.nvidia.com/object/phot ... ugins.html

I use this for generate my terrain normal maps.
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dEspadas
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Post by dEspadas » Mon Mar 31, 2008 5:14 pm

You can get nice free textures in: www.cgtextures.com

and you can make nice bump/normal/specular textures of them with: www.crazybump.com

cheers!
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Nauk
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Post by Nauk » Mon Mar 31, 2008 9:31 pm

impressive screenies, definately looking forward to try it out :)
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Seregvan
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Post by Seregvan » Mon Mar 31, 2008 9:58 pm

+1 =) want to see it working =)
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SiENcE
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Post by SiENcE » Mon Mar 31, 2008 10:47 pm

Nice shoots. Do you want to combine it with paged geometry?

How does the splatting work? Shaderbased v1.1, v2 or v3?
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Post by Cobra8472 » Tue Apr 01, 2008 5:43 pm

Looking quite awesome, and just at the right time for my little project!
Does it have support for heightmap based terrain?
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Post by Falagard » Tue Apr 01, 2008 8:28 pm

Looks nice :-)
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myrddinson
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Post by myrddinson » Wed Apr 02, 2008 3:10 am

yes plugin has support for paging geometry: i still need to implement async streaming but sync paging is working yet.

splatting (and water) is vs20+/ps20+ arbvp1/arbfp1 shader-based: for now - and in the demo i will release soon -, i use multiple lod techniques and preprocessor defines to deal with level of detail but i will implement shader generation at runtime soon because it is the only way to optimize shaders for a given set of material settings, especially too when you want to optimize shader on a per-tile basis (some terrain tiles can use less or more textures depending on the per-tile splatting layer usage)

thanks for the nvidia tools: i am currently playing with it:)
finally i will be able to release a demo with free normal mapped textures...
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myrddinson
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Post by myrddinson » Fri Apr 04, 2008 8:05 pm

I will release a demo of the Myrddin Landscape plugin in a couple of days now: here are some new screenshots.

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Post by Praetor » Fri Apr 04, 2008 8:52 pm

Oh my god, so juicy. I scrolled through those screenshots with wide eyes.
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Post by KungFooMasta » Fri Apr 04, 2008 9:23 pm

:shock: *drool*
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Seregvan
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Post by Seregvan » Fri Apr 04, 2008 9:29 pm

Yeah, it looks very nice ) but i think you should post only small copies of your screenshots and give a links to the big ones =)
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triton
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Post by triton » Fri Apr 04, 2008 11:25 pm

Very nice. :D
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Post by deficite » Sat Apr 05, 2008 12:10 am

Image

^ that's my favorite one. I love the depth that the terrain has and the lighting is cool (although weird, unless the planet exists in a binary star system).
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myrddinson
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Post by myrddinson » Sat Apr 05, 2008 1:32 pm

No there is only one directional light and lighting seems right for me ;) Can you explain what is the wrong thing ? Perhaps you are speaking about specular reflection on the rock: i have raised the material specular color to enhance the specular effect and indeed specular reflection can be confused with a second light reflection...
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