If I remove <WaterPlane></WaterPlane> section from Datas\landsample.xml, it works perfectly (except there is no more water in the world

Any idea?
Code: Select all
<Splatting MaskSize="128"
AutoSlopeNormalYMax="0"
AutoSlopeNormalYMin="0"
Specular="true"
NormalMapping="true"
OffsetMapping="true"
OffsetMappingScale="0.04"
OffsetMappingBias="-0.02"
SpecularShadowFactor="4"
ColorMapBlendFactor="1"
ColorMapBlendSaturate="true"
Use4LayersOnlyForFarRenderables="true"
ExtMaterials="">
<LayerMaterials>
<MaterialDefault BaseTexture="splatting_default.dds"
DetailTexture=""
BaseUProj="200 0 0"
BaseVProj="0 0 200"
DetailUProj="20 0 0"
DetailVProj="0 0 20"
BaseUFunc=""
BaseVFunc=""
DetailUFunc=""
DetailVFunc=""
Diffuse="1 1 1 1"
Specular="0 0 0 1"
Emissive="0 0 0 1"
EmissiveFunc=""
Shininess="8"
DetailBlendFactor="2"
ApplyEnhancedLightingToDetail="true"
EmissiveColorMap="false"
BaseSpecularColorMask="false"
DetailSpecularColorMask="false"
UseDiffuseAsSpecularMask="false"
SpecularColorMap="false"
NormalMapping="false"
OffsetMapping="false"
OffsetMappingScale="0"
OffsetMappingBias="0" />
<Material BaseTexture="grassbase.dds"
DetailTexture="grassdetail.dds"
NormalMapping="true" />
<Material BaseTexture="volcano_2.dds"
DetailTexture="volcano_2_d.dds"
Specular="0.2 0.2 0.2 1"
UseDiffuseAsSpecularMask="true"
NormalMapping="true" />
<Material BaseTexture="myrddin.dds"
DetailTexture="rockdetail.dds"
BaseUProj="100 0 0"
BaseVProj="0 0 100"
Specular="0.5 0.5 0.5 1"
ApplyEnhancedLightingToDetail="false"
UseDiffuseAsSpecularMask="true"
NormalMapping="true"
OffsetMapping="true" />
</LayerMaterials>
<PageMaterials>
<Material x="4" z="4"
Layers="-1 1 2 3 -1 -1 -1 -1 -1"
NumLayerPerTile="3" />
</PageMaterials>
</Splatting>
Code: Select all
<PageMaterials>
<Material x="4" z="4" Layers="-1 0 1 2 -1 -1 -1 -1" NumLayerPerTile="4" />
</PageMaterials>
Code: Select all
<Splatting MaskSize="128"
AutoSlopeNormalYMax="0.9"
AutoSlopeNormalYMin="0.8"
Specular="true"
NormalMapping="true"
OffsetMapping="true"
OffsetMappingScale="0.04"
OffsetMappingBias="-0.02"
SpecularShadowFactor="4"
ColorMapBlendFactor="1"
ColorMapBlendSaturate="true"
Use4LayersOnlyForFarRenderables="true"
ExtMaterials="">
<LayerMaterials>
<MaterialDefault BaseTexture="splatting_default.dds"
DetailTexture=""
BaseUProj="200 0 0"
BaseVProj="0 0 200"
DetailUProj="20 0 0"
DetailVProj="0 0 20"
BaseUFunc=""
BaseVFunc=""
DetailUFunc=""
DetailVFunc=""
Diffuse="1 1 1 1"
Specular="0 0 0 1"
Emissive="0 0 0 1"
EmissiveFunc=""
Shininess="8"
DetailBlendFactor="2"
ApplyEnhancedLightingToDetail="true"
EmissiveColorMap="false"
BaseSpecularColorMask="false"
DetailSpecularColorMask="false"
UseDiffuseAsSpecularMask="false"
SpecularColorMap="false"
NormalMapping="false"
OffsetMapping="false"
OffsetMappingScale="0"
OffsetMappingBias="0" />
<Material BaseTexture="grassbase.dds"
DetailTexture="grassdetail.dds"
NormalMapping="true" />
<Material BaseTexture="volcano_2.dds"
DetailTexture="volcano_2_d.dds"
Specular="0.2 0.2 0.2 1"
UseDiffuseAsSpecularMask="true"
NormalMapping="true" />
<Material BaseTexture="myrddin.dds"
DetailTexture="rockdetail.dds"
BaseUProj="100 0 0"
BaseVProj="0 0 100"
Specular="0.5 0.5 0.5 1"
ApplyEnhancedLightingToDetail="false"
UseDiffuseAsSpecularMask="true"
NormalMapping="true"
OffsetMapping="true" />
</LayerMaterials>
<PageMaterials>
<Material x="4" z="4"
Layers="0 1 2 -1 -1 -1 -1 -1"
NumLayerPerTile="3" />
</PageMaterials>
Code: Select all
material Cursor/BrushPaint
{
technique
{
pass
{
lighting off
scene_blend alpha_blend
depth_write off
depth_check off
texture_unit
{
texture CursorBrushPaint.dds
colour_op_ex modulate src_texture src_manual 0 1 0 0.2
tex_address_mode clamp
}
}
}
}
You could use a smaller amount of GetHeightAt() and interpolate the other vertex positons. For example use a ring with 96 vertices, but only query 8 hight values. The easy way is linear interpolation. Splines would be good for smoth interpolation, but could cause too much CPU load. (I don't know how much) Maybe there is a good middle way.snoefler wrote:Myrddin creates a Manual Object "floating" on the terrain with many vertices and need many calls on "GetHeightAt" wich makes many rays intersecting with the terrain to get the terrain height.
But this would be extemely slow when picking for example 100 Objects... and If I am using a less detailed grid for the "select circle" some bumps from the terrain could intersect with my ring.
Unfortunately in the linked chapter was no information about common file formats. It's only about the MLP RAW format.MLP user doc wrote:MLP is a largely modified version of the Ogre TerrainSceneManager plugin [...]
see plugin interface commands for how to convert external source heightmaps to plugin-compatible heightmaps
Myrddin, I suppose you didn't finish your editor (because it's not downloadable at sourceforge).myrddinson, 2.Sep.2008 wrote:The editor will be released later: not before june 2009 now i think because it is still at 20% - and i cannot work at full time on it...
But as the plugin will be released soon, you will be able to build your own editor around if you cannot wait for the official editor- plugin will include editor features yet like heightmap/splatting mask/lightmap/colormap painting.