ArtifexTerra Terrain Editor [1.2 Beta Release 10.3.14 Pg.16]
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- Gnoblar
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
Windows 7, 64 bit
GeForce GTX 550 Ti
i3-2100 @ 3.1 GHZ
4 GB RAM
Artifex 1.0 RC1, downloaded the binaries from your web site
This comes up a few times with similar texture names in Ogre.log:
WARNING: Texture instance 'manualMaskTexture' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
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- Gnoll
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
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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- Minaton
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
Nauk wrote:I just tested it, works fine for me. One thing comes to my mind, have you activated the object mode before you try to press the "Use Mesh" button? That is a little glitch it usability in 1.0. Press Ctrl + O to go to object mode and then Use Mesh should do the trick. If that doesn't work my next question would be if you can use one of the meshes that come with Artifex.
That explains a lot! Could you update the editor to Ogre 1.8 please?Nauk wrote:Seems to be a problem with Ogre 1.49 which Artifex 1.0 is still using
Code: Select all
08:37:03: Error in material RoadMaterialat line 16 of RoadMaterial.material: Unrecognised command: alpha_to_coverage
08:37:03: Error in material RoadMaterialat line 22 of RoadMaterial.material: Unrecognised command: illumination_stage
08:37:03: Error in material RoadMaterialat line 23 of RoadMaterial.material: Unrecognised command: light_clip_planes
08:37:03: Error in material RoadMaterialat line 24 of RoadMaterial.material: Unrecognised command: light_scissor
08:37:03: Error in material RoadMaterialat line 26 of RoadMaterial.material: Unrecognised command: normalise_normals
08:37:03: Error in material RoadMaterialat line 29 of RoadMaterial.material: Unrecognised command: scene_blend_op
08:37:03: Error in material RoadMaterialat line 31 of RoadMaterial.material: Unrecognised command: transparent_sorting
08:37:59: Mesh: Loading road1.mesh.
08:37:59: OGRE EXCEPTION(7:InternalErrorException): Cannot find serializer implementation for current version [MeshSerializer_v1.8] in MeshSerializer::importMesh at ..\src\OgreMeshSerializer.cpp (line 114)
Code: Select all
08:37:03: Error in material MySky at line 46 of skybox.material: Invalid vertex_program_ref entry - vertex program Ogre/BasicVertexPrograms/AmbientOneTexture has not been defined.
08:37:03: Error in material MySky at line 51 of skybox.material: Invalid fragment_program_ref entry - fragment program Examples/MorningSkyBoxHDRfp has not been defined.
08:37:03: Error in material tree.05.branch3/ALPHA/TEX/tree.05.png/TWOSIDE at line 75 of tree.05.material: Bad receive_shadows attribute, valid parameters are 'on' or 'off'.
08:37:03: WARNING: artifex3d.pointer.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
08:37:03: Can't assign material Troll3D.Pointer.01/TEXFACE/testmap.jpg to SubEntity of Pointer because this Material does not exist. Have you forgotten to define it in a .material script?
08:37:03: Can't assign material Troll3D.Pointer.01/TEXFACE/brush.png to SubEntity of Pointer because this Material does not exist. Have you forgotten to define it in a .material script?
08:37:22: WARNING: axes.mesh is an older format ([MeshSerializer_v1.30]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.
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- Gnoll
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
Any timeline on that? I'm really looking forward to playing with thisNauk wrote:In short, you have to wait for the next version 1.2 which is in the polishing and testing right now.
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- Gnoll
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
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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- Gremlin
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
Man im stuck, i really cant live without shadows anymore and i am really willing to keep using Artifex Terrain for my terrains and well, i have downloaded the Sample which comes with a standard(simple) material loader, so what ive done is that i have only switched from the standard material file with only one pass, that Works only with the 8 colour map splatting images to the one which is used by artifex loader folder , the folder that artifex creates with all splatting,normal mapping and the other mapping images,but i had to adapt it cause the material file which is used by artifex loader doesnt come with the .png at the end of the names and some of them dont even come with the real images name so i just fixed it and ive put the .cg and program files into the ogre media folders, so eveyrthing is loading OK without a problem, i am using the ogre terrain and i am loading the artifex .png file and the materials ok, however i cant set up a pssm shadows with that material file, i tried using the terrainmeterial->getmaterialName() but to no avail ,of course since that material file loads custom shaders and stuff ,and i dont know anything about shaders ...hmmm...well i know i need to learn it but i just want to setup shadows for now in order to keep going with my game progress and then when it comes the proper time to learn shaders i will just start it by studying the artifex terrain shaders, and will eventually check the ogre Materials documentation, but i really cant learn it now , i need to proceed to some other important stuff, so i am really counting on you and hoping that you can give me some help regarding that,the shadows work for my character, it casts shadows on himself and they look pretty good ,but on the terrain , it simply doesnt work since the terrain material seems to go way beyond my scope,i am really an easy learner so it wont be a problem in the future but for now i cant think out of the box,i really need your help, and if needed , i can upload the material file and the .cg and program files , and i can also post how i set up the PSSM, in order to provide you more info.....
Man i am really hoping to get some help here, i appreciate you if can take a look at my stuff and maybe help me out with that!!!
i look forward for a reply and thanks in advance,
Romulo Romero
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- Gnoll
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
I am afraid I don't have the time to dig into that right now. Keep trying, it will unfold and pay off eventually - that's what I do tooBlender+C++ wrote:Hey Nauk , how is it going?
Man im stuck, i really cant live without shadows anymore and i am really willing to keep using Artifex Terrain for my terrains and well, i have downloaded the Sample which comes with a standard(simple) material loader, so what ive done is that i have only switched from the standard material file with only one pass, that Works only with the 8 colour map splatting images to the one which is used by artifex loader folder , the folder that artifex creates with all splatting,normal mapping and the other mapping images,but i had to adapt it cause the material file which is used by artifex loader doesnt come with the .png at the end of the names and some of them dont even come with the real images name so i just fixed it and ive put the .cg and program files into the ogre media folders, so eveyrthing is loading OK without a problem, i am using the ogre terrain and i am loading the artifex .png file and the materials ok, however i cant set up a pssm shadows with that material file, i tried using the terrainmeterial->getmaterialName() but to no avail ,of course since that material file loads custom shaders and stuff ,and i dont know anything about shaders ...hmmm...well i know i need to learn it but i just want to setup shadows for now in order to keep going with my game progress and then when it comes the proper time to learn shaders i will just start it by studying the artifex terrain shaders, and will eventually check the ogre Materials documentation, but i really cant learn it now , i need to proceed to some other important stuff, so i am really counting on you and hoping that you can give me some help regarding that,the shadows work for my character, it casts shadows on himself and they look pretty good ,but on the terrain , it simply doesnt work since the terrain material seems to go way beyond my scope,i am really an easy learner so it wont be a problem in the future but for now i cant think out of the box,i really need your help, and if needed , i can upload the material file and the .cg and program files , and i can also post how i set up the PSSM, in order to provide you more info.....
Man i am really hoping to get some help here, i appreciate you if can take a look at my stuff and maybe help me out with that!!!
i look forward for a reply and thanks in advance,
Romulo Romero
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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- Gremlin
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Re: ArtifexTerra Terrain Editor [+Ogre::Terrain Loader 06.10
Thanks for replying and sorry for the delay =(, i just started college(computer Science) so i didnt have much time to check threads here, and regarding the problem ...yeah well i will keep trying but i have a tiny change to solve it since i dont know shaders yet but im sure when you get the time , you will get it solved since you are a pretty smart guy but thanks for the attention and pending a possible help, i will keep waiting and trying while i dont get it sorted!
Thanks again brother !!
kind regards,
Romulo Romero
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting 7.4.13]
Finally I have enough to show to reveal the new feature: Multilayer Colourpainting.
So what's this? - Basically most of you should know that from popular 2D painting software. Just to avoid misunderstandings, this happens on top of and additionally to the texture painting and is rendered into only ONE colour layer (aka textureslot) at the end. Right now I am testing it with 8 extra colour layers (more are possible, but imho not really needed) and there is no notable performance hit while painting compared to the old paint mode.
Screen 1: 4 extra colour layers, all enabled, full opacity. - Screen 2: Opacity of Layer 4 set to 37%.
Screen 3: Opacity of Layer 3 set to 42%. - Screen 4: Layer 1 disabled.
The tech behind it is a complete new floating point paint engine (in form of a library), partially GPU driven, designed for Ogre. So this was the reason for the hold up with the new version and it is about to be finished. What can you do with it? Mostly this will enable a whole new dimension of artistic workflow and control over how your terrain is going to look like.
Although you could do all that with 1 layer too, but if you ever worked in a 2D paint program you can imagine the pain trying to do it all in one layer compared to having multiple layers. But the main drive for me to start with it was another unique function of Artifex has since the very beginning: backblending of a baked diffusion map to counter the texture tiling effect:
So once you are done with texture painting, you can use that function and it creates a coloured slightly altered counterfeit of your previous texturing as colour layer and is blended via multiply over your terrain, having several benefits: you get richer colours, your tile effects get reduced tremendously and the whole thing looks more natural. But this used to happen on the same colour layer you had been painting on too.
Now the main problem: if you do that all on one layer and you want to alter something later, like the texturing, you likely end up loosing all your handmade colouring work having to redo it, which is frustrating, tedious and time consuming. Multiple colour layers save you that time since you can comfortably just run "backblending" as often as you want without loosing anything, or just redo your shadows etc... you get the picture
Other uses for colourpainting are for example to pre-colour the ground below water, or to make the sand on humid beaches a bit more saturated so it appears wet, you can visually connect your trees to your ground better by colouring the ground a bit with the colour of your tree, fake SSAO and shadows for FPS cheap reality accents, etc.
Although it is a bit early to say, but I am pondering about releasing the PaintEngine as standalone SDK for Ogre once it has been matured enough.
You can also follow the whole thing on facebook: http://www.facebook.com/ArtifexTerra3D
Enjoy
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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- OGRE Moderator
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
Absolutely, any tools to fight the tiling effect of rendering terrain is a huge bonus. The other applications of the layer painting sound great too.
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
The mesh file (and its material/texture etc) works fine in our Ogre application and in Ogre Meshy. The mesh file comes up in the list of meshes in Artifex Terra (and the log says it loaded the mesh) but when selecting it like with all the other meshes it wont show up in the editor.
Can anyone help with this problem please? Is there anything else we need to do with our meshes to add them properly into Artifex Terra? We really like Artifex Terra and would love to add our own meshes to it
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
An unstable 1.2 alpha would be nice for our pipeline, but no stress Looking forward to it!
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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
This screenshot is taken from the compiled demo of the Artifex Terra Ogre Terrain loader. We get the same results when we load the scene into our project, except even the grass won't render. Does this look familiar? If so, what do you think might be the problem? We are using Ogre 1.8.1.
EDIT: We got it working using ETM, but still no luck with Ogre Terrain.
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
In this screenshot we took the demozone from the loader example and scaled it down from 5000 Ogre units to 500 (like we did with our terrain). It is the same scene loaded in two aplication. I presume Artifex Terra is loading it's terrain using ETM? Our application to the right is loading the same scene but using the Ogre::Terrain loader. As you can see the texture tiling appears differently using the Ogre::Terrain loader, looks more low-resolution and generally spattered. This only happens when we scale the terrain from 5000 to 500 (and possibly affects other values as well). It works just fine otherwise.
I suspect it has something to do with texture tiling on the Ogre::Terrain part? It seems to be using the same size for the texture as if the terrain was 5000 Ogre units instead of 500. Perhaps this can be simply changed in Ogre::Terrain as a quick fix? I have looked at various settings for Ogre::Terrain but no luck yet
EDIT: I managed to temporary fix this texture issue by modifiying the "TerrainSplattScale_X/Z" in zonesettings.cfg from 192.0 to 8.0.
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
Code: Select all
defaultimp.layerList[i+1].worldSize = mSplattScaleX/2;
As for the other issue, I am going to look into Ogre 1.8.x, thanks for bringing this up, on it now
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
When I switch to fullscreen, my cursor disappears?
Is this perhaps caused by me using Ogre 1.8?
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- Gnoll
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
InputManager.cpp
Code: Select all
paramList.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_FOREGROUND" )));
paramList.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_NONEXCLUSIVE")));
// Create inputsystem
mInputSystem = OIS::InputManager::createInputSystem( paramList );
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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- Gnoblar
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Re: ArtifexTerra Terrain Editor [1.2 Layer Painting p.15 7.4
When using point lights and Ogre::Terrain lighting does not work properly for us. This is a screenshot from the demozone terrain (untouched) loaded into our application with all lights off except for one point light.
The point light seems to be lighting and entire are (calculated from the paged terrain?) but there is no light on the characters back?
Is this a known problem with a possible quick fix? Will look around myself
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- OGRE Expert User
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