Hey everyone, Artifex Terra started out inspired by toying around with Cabalistic's Enhanced Terrain Manager, attaching Navi for some quick & dirty ui-elements to it so we could use it as outdoor editor for our game project. Since then I keep adding features to it, turning out to be quite useful for us. I decided to polish it up a bit and release it to the public as free software. Over the time it has been growing into a standalone project and a well matured, production-ready tool. However Artifex Terra does not aim to be a fully fledged level editor. The object placement and editing functions are merely meant as helper to adjust your terrain properly to the objects you are planing to use.
Finally after a long wait, lots of work and over 80 fixes and improvements due to my list, it is out: 1.2 Beta is here or here on page 16.
So what's new in 1.2?
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New paintengine with multilayer colour painting on 8 extra layers. - Similar like in popular 2d paint programs you can turn the visibility of each layer on and off and you can change the opacity for it. All 8 layers will be rendered into one single colour texture, so no extra texture slot required.
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Automatic lightmap generation and a GUI control for it.
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Migrated to a lot newer versions of the libraries Artifex is based upon. Ogre 1.7 (stability), PagedGeometry 1.14 (grass can receive lighting).
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Changed the mousepointer to native so it no longer disappears. Right mouse still works to drag GUI elements. Something many wished for.
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Reworked and improved the existing terrain shader material.
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New project templates: A triplanar rendering shader to avoid texture stretching upslopes. A singlepass shader without normalmapping.
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New texture bar control to navigate through the textures for texture painting and editing.
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Improved memory handling to reduce leaks and crashes.
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Overhaul of most of the GUI and workflow to improve the user experience.
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Improved the texture manipulation control and made it accessible via texture bar.
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New system for filepath and filename handling.
So far no negative feedback from the first round of testers, albeit being a beta and after being in testing for round 3 weeks now it appears to be a lot more reliable than 1.0 was, I have yet to experience a crash. That said I am pretty sure someone will soon - I hope not though. Check out page 16 for more.
07.04.2013 - Preview shots of the upcoming new version 1.2 and the new multilayer colourpainting - more about it on pg.15:
06.10.2012 - Preview shots of the upcoming new version - more about it on pg.13:
Features: - (V1.0 RC1 - 03.09.2012 - Free Community Edition)
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Ogre::Terrain Scene loader : http://sourceforge.net/projects/artifex ... p/download
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Triplanar Splatting Shader (still WIP but works)
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Grass saving enabled for everyone
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Scenes can be loaded with Ogres standard Terrain Scene Manager with full splatting and normalmapping support.
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Paged and animated grass support.
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Support for transparent textures.
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Open source C++ scene-loader class for easy project integration.
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Open source PHP-GTK based artifex-scene to ogre-dotscene converter.
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Mesh based decal cursor resembling the current brush in pattern, size and rotation.
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180 degree brush flipping.
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Editable project templates.
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SQlite based storage system.
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Normalmapping and dynamic lighting support.
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Infinite custom object value pairs to edit game-content.
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50 step Undosystem for all paint and terrain actions.
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Artpad support, tested with Wacom Graphire2 and Intous3 pads.
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Brushsystem with 10 different brushes, can be infinitely more.
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Brushrotation, random, snap to 11.25 steps and degreewise.
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Paintpressure is affected by the brightness of the brush you use.
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Colourpainting with several different tools: Paint, Erase, Darken, Brighten, Blur, Sharpen, Contrast, Noise and filters: GaussianBlur, Dilate, Edge,Erode,Repair,UnsharpMask,Sharpen,Noise,Clear.
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Terrain-shaping with 2 filters, and several different tools: Lower, Raise, Blur, Flatblur, Boil, Plane.
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Adding and editing of meshes, rapid placement with space+click for random rotation/placement.
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WYSIWYG texture adjusting, RGB, Saturation, Brightness, Contrast.
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Backblending of baked splatting textures to reduce texture tile effects.
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Texture-painting (splatting) with 9 different textures.
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Tested with terrain-sizes of 1500015000 ogre units.
Detailed documentation and help inside the application.
Model pack with trees, plants, buildings.
WYSIWYG grass painting.
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And more...
Screenshot UI:
The UI is completely HTML / Javascript based thanks to the use of Navi which makes it relatively simple to customize it to your own likings.
Click to enlarge.
Powerful brush-centric painting & editing:
Believing the brush is the artists most powerful tool, the brush system is carefully designed and Artifex built around it. It is very responsive and allows fine resolving sculpting and painting. There are many speed and comfort features on easy reachable hotkeys, like random brush-rotation [SPACE], brush-flipping [Ctrl+Space] or press [Enter] to get the pressure, size and shape dialogue delivered right to your mouse-pointer.
TextureStudio:
Here you can see the redvalue of the drygrass texture adjusted. You can adjust the 3 different colourvalues, brightness, contrast, saturation and see the effect right away on the terrain. This feature makes it incredibly easy to adjust a set of textures to eachother.
Click to enlarge.
BackBlending of baked textures:
This is something I found by accident toying around with ETMs baked texture. Taking that texture, increasing the brightness by 145% and using it as colourpass, gives a rather nice effect reducing the disturbing tile-effect of splatting textures a great deal. You can see the difference in the screenshot where I deleted a square part of the colourlayer again. I recommend doing that when you are done with most of the splatting before you start colourpainting.
Click to enlarge.
Future plans:
* Some more surprises...
Artifex Terra 3D 1.0 RC1 is freeware see installer or download-section for license details.
You can find the latest version (104mb), updates and a sample scene loader here: Download
and the homepage here: http://www.3d-terrain-editor.com
Patreon: https://www.patreon.com/artifexterra - If you feel like supporting me with the project
Facebook: http://www.facebook.com/ArtifexTerra3D
SourceForge loader, samples and addons: http://sourceforge.net/projects/artifexterra3d/
It requires Win2000/XP (no clue about Vista), DX9, VC++ Express 2005 SP1 runtime, 2GHZ+ CPU, 1 GB+ Ram and a PS2.0 able Gfx-card, Nvidia 7600 GT works fine. So far it has been tested fine with various NVidia, ATI and Intel cards.
Enough Blah-Blah, suggestions, wishes, critics and feedback are most welcome, but be gentle - I am sensitive
Edit Preview of the new Ogre::Terrain loader: