Model Utilities

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  1. #76
    Banana Adler is offline
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    Re: Model Utilities

    Quote Originally Posted by wakazaki View Post
    mh.. have not really followed any project but this one and I can see that what Rena say got some thruth in it, when I saw that you added, or are gonna add the GUI Editor (Daisy) & Landscape Editor (Beast) I clearly noticed that this will take more them then normally and you will grow bored of it at some point..

    Daisy works perfectly with opening the colosseum windows for me, I dont know what problems you have, but clearly you havent checked it...
    And no, I dont use new resdata, I still use the old one, anyone can use the old one if you just put the brains for it

    Landscape editor... create a base for the land? Beast does that already? Anyway, Beast is pretty much the ultimate tool for map editing, it does not crash, does not bug (much) why build another tool for this one...

    What Im just sayin is that, I really really really really really really want a working exporter from *** to .ani xD
    He isn't making a program to export an overview of the landscape. He's creating a program that exports height maps. There is a huge difference between the two but sadly nobody here knows what a height map is.

    Bitmap Exporter:


    Heightmap:
    Last edited by Adler; 15-11-11 at 09:44 AM.

  2. #77
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    Quote Originally Posted by Adler View Post
    He isn't making a program to export an overview of the landscape. He's creating a program that exports height maps. There is a huge difference between the two but sadly nobody here knows what a height map is.
    ahhh, like that, hm, thought it would pretty much create something else lal , alright then :P

  3. #78
    Account Upgraded | Title Enabled! kolelolx is offline
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    Re: Model Utilities

    What exactly is the point of the heightmap?
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  4. #79
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Heightmap - Wikipedia, the free encyclopedia

    Basically it has a series of points governed by how white a pixel is. Black being the lowest and white being the highest point. After which the computer can takes these points and draw a landscape. Its actually really simple to do. You parse the texture or image and use the pixel value as where the point is.

    the heightmaps is then put into an array of 129x129 and then parsed accordingly storing the pixel value in each element. After that its a simple set of functions.

    This loads the heightmap
    Code:
    private void LoadHeightData(Texture2D heightMap)
     {
         terrainWidth = heightMap.Width;
         terrainHeight = heightMap.Height;
     
         Color[] heightMapColors = new Color[terrainWidth * terrainHeight];
         heightMap.GetData(heightMapColors);
     
         heightData = new float[terrainWidth, terrainHeight];
         for (int x = 0; x < terrainWidth; x++)
             for (int y = 0; y < terrainHeight; y++)
                 heightData[x, y] = heightMapColors[x + y * terrainWidth].R / 5.0f;
     }
    and this function draws the heightmap on the screen taking into account the current view of the camera.
    Code:
    rotected override void Draw(GameTime gameTime)
             {
                 device.Clear(Color.Black);
     
                 RasterizerState rs = new RasterizerState();
                 rs.CullMode = CullMode.None;
                 rs.FillMode = FillMode.WireFrame;
                 device.RasterizerState = rs;
         
         
                 Matrix worldMatrix = Matrix.CreateTranslation(-terrainWidth / 2.0f, 0, terrainHeight / 2.0f);
                 effect.CurrentTechnique = effect.Techniques["ColoredNoShading"];
                 effect.Parameters["xView"].SetValue(viewMatrix);
                 effect.Parameters["xProjection"].SetValue(projectionMatrix);
                 effect.Parameters["xWorld"].SetValue(worldMatrix);
     
                 foreach (EffectPass pass in effect.CurrentTechnique.Passes)
                 {
                     pass.Apply();
     
                     device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, vertices, 0, vertices.Length, indices, 0, indices.Length / 3, VertexPositionColor.VertexDeclaration);
                 }
     
                 base.Draw(gameTime);
             }
    keep in mind these are not my functions as they are done differently but you get the idea. XNA is almost identical in every way to DX9 so you can get the general idea.

    Oh, and this is what it looks like after being drawn

  5. #80
    One word! Im Fawkin Pro! Xakzi is offline
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    Re: Model Utilities

    let me ask, what can you do with the landskape it is drawing?
    I thought that it maybe could be used for new maps etc, but, when I saw ur newest post about it, got me thinking if you will do it like the landskape u showed or like the landskape adler showed.!?
    or maybe I should ask, what kind of Landscape editor are you after?

  6. #81
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    landscapes define the map. It tells where mountains, water, and the clouds. Landscapes are essential for any 3d game. Landscapes also hold all of the objects, sfx and textures defined in the map or in this game's case, the particular grid/cell the landscape defines.

    The landscape editor I am working on will be an update to beast. It can be customizable meaning you could have a 100x100 map or 30x30 map. Its still in its early stages but the heightmaps are loading like they should. If I can I'll upload a video showing its progress. I'm going to use XNA 4 but if it gives me too much grief I'll slide back down to 3.1.

  7. #82
    Ace of Hearts Reimniess is offline
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    Re: Model Utilities

    Quote Originally Posted by Adler View Post
    He isn't making a program to export an overview of the landscape. He's creating a program that exports height maps. There is a huge difference between the two but sadly nobody here knows what a height map is.

    Bitmap Exporter:

    Heightmap:
    umm.... isn't there already one and released even, I'm pretty sure I have one sitting in front of me right now that was released quite awhile ago...

    though tbqh I', not sure how many people have cared to figure out how it works ;/

  8. #83
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Added a vid of an early look at the world editor. Many things to do, but it will be awesome when it's done.

  9. #84
    Member Addi is offline
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    Re: Model Utilities



    Threw this together in about a month, most of which was spent learning maxscript :I

    The file formats are terrible but it's not that complicated.~

    Oh also http://www.youtube.com/watch?v=fIqVhv96ozU

  10. #85
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    working on that myself actually. Since I don't know much maxscript myself, it will take some time as well.

    btw, your name sounds familiar. Do I know you?

  11. #86
    Member Addi is offline
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    Re: Model Utilities

    I used to be on here as MushroomSamba I believe, work for MonsterFlailFF as Addi ;o

    Side note, Maxscript's a bitch.
    Last edited by Addi; 20-11-11 at 01:20 AM.

  12. #87
    Alpha Member GlaphanKing is offline
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    Re: Model Utilities

    Yes, I hate MaxScript a little bit. But I was able to start working on getting the files directly into max. Its being tested now. Should have a working version soon. I'll put pics as needed.

  13. #88
    Account Upgraded | Title Enabled! kolelolx is offline
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    Re: Model Utilities

    @Addi
    Whats your msn? o;
    Posted via Mobile Device

  14. #89
    Member Addi is offline
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    Re: Model Utilities

    It's on my profile o~o

    Personally, I think FlyFF would be a lot better off if someone were to rewrite the file formats. They could be made a lot cleaner and more efficient with very little trouble.

  15. #90
    Apprentice Delium is offline
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    Re: Model Utilities

    Quote Originally Posted by GlaphanKing View Post
    Added a vid of an early look at the world editor. Many things to do, but it will be awesome when it's done.
    looks like a exact copy of this opensource xna editor...
    http://www.youtube.com/watch?v=xgwmZ03vZbI



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