TSTerrainSceneNode [Download Links Posted 30/7/08]

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seno
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TSTerrainSceneNode [Download Links Posted 30/7/08]

Post by seno »

I am developing a turn simulation online RPG with irrlicht engine and

have been searching very large terrain scene node with fast loading time.

Also, texture splatting was 'must have' function, because i am using

EarthSculptor( http://www.earthsculptor.com/ ) for the Terrain Editor.


I researched for a week(thanks to my bad english reading) and now i belive

that i made some achivements to be able to share with you.

The result is this... (By the way, thanks to elvman about his code that

gave me skeleton of the scene node)

[Distance Shot]
Image
[Close Shot]
Image


To use this scene node, the Irrlicht must be fixed to support at least 7

textures(4 for detail textures, 1 for detailMap, 1 for lightMap, and last 1

for colorMap). I programmed this scene node based on

CAnimatedSceneNode. Right now, i am trying to apply the smooth factor

and the level of detail.


//SOURCE//////////////////////////////////////////////////////////////////////////


Finally, the source code and sample MATERIALs

http://www.geocities.com/asrean/TSTerrainSceneNode.zip

Please remember. I am using Geocities and I don't think

they allow big transfer limit.


NOTE:

@ To use this, YOU NEED TO MODIFY Irrlicht 1.3.1. PLEASE READ

080605_HowToUseTSHeightTerrainSceneNode.txt file in the downloaded

zip file.

@ This extension is only for the DirectX 9.


I wanted to upload whole sample project, however i don't have

proper place to update that allows more than 5MB upload.
Last edited by seno on Wed Jul 30, 2008 1:27 am, edited 10 times in total.
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Dark_Kilauea
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Post by Dark_Kilauea »

That is very cool. Thanks for sharing with us!
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JP
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Post by JP »

Yeah, looks gorgeous! Lots of people have been after this kind of thing!
Image Image Image
Halifax
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Post by Halifax »

Yeah, wow, that is pretty ridiculous! I like the screenshots, and water.
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BlindSide
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Post by BlindSide »

The first shot looks awesome. Have you thought about packing the 4 detail textures into one big texture so that you can stay under the 4 texture limit? If you're interested in this kinda thing you might want to check out Infinity's dev blog under the thread "Terrain Texturing".

Cheers

EDIT: Whoa, looking at the second screenshot more closely, it seems you used a non-pow2 + 1 size for the heightmap file, you might want to drop down to 129x129 to avoid distortion. (Or use Arras tiled terrain)
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seno
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Location: Seoul Korea

Post by seno »

Sorry about late reply..My time zone is very different with you guys.

The water scene node is elvman's RealisticWaterSceneNode which is my

splatting texture height scene node's father scene node(mother scene node

is CAnimatedSceneNode).

And BlindSide, you gave me a knew idea about combining texture~ That

sound easy but i haven't figured out until now.. well, i am the only

researcher in my team.. But about the map size..its 257 x 257 genereated

by the EarthScupltor. The height map generated

SceneManager::addTerrainMesh is not applied the smooth factor

thing, unlike generating with ISceneManager::addTerrainSceneNode.

Another reason to start programming the Texture Splatting Height Map is

to use Terrain with size over 129 x 129.


As far as i tested, it can fairly render terrain 1025 x 1025... The second

screen shot is showing that the Smooth factor is not applied and i trying

to workinig on that.
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hybrid
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Post by hybrid »

Yes, the terrainmesh can work with arbitrary sizes, and once the VBOs are applied to it you should be able to put even larger maps into it.
The smoothing is not applied, you could easily copy over the small loop, I'll check if we can make this method somewhat better accessible.
seno
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Post by seno »

Thanks for advices hybrid. The smoothing is being developed in the way of

your thought, however it is almost same with

CGeometryCreator::createTerrainMesh(only big difference is applying

Texture Splatting) that loads Height Map using Mesh Blocks to improve

process time. Because of the terrain meshes are divided to the several

blocks, the smoothing is not that straight forward. Well, i have some ideas

to solve, but i am doing different work right now.


Too Bad for not doing this project as a hobbyist.
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Nadro
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Post by Nadro »

This screens looks very good:) I think than it will be very useful addon. Good work!
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seno
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Post by seno »

Smoothing Terrain is successfully applied.

Image

Thanks to pwierz at this link

http://irrlicht.sourceforge.net/phpBB2/ ... 1272#91272

Hmm.. I implemented the smoothing terrain the end of the last week,

however there was a single missing code which caused unexpected problem.

:evil:

Luckily, I found it today.. there are two tasks left before i post the add on.

One is leaking memory related with modifying Irrlicht Engine and

the other one is applying the Level of detail.


However it is based on CAnimatedMeshSceneNode and the scene node

uses blocked mesh buffers, thus i don't think applying the LOD is easy,

especially in real time.


Anyway, if some one waiting this one, sorry about my laziness.
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Virion
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Post by Virion »

wow nice mate. incredible work. :o :D
Lekane
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Post by Lekane »

yeah that's a beauty, thumbs up korea!
seno
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Post by seno »

Thanks guys~ :D I will try to pace up the project~
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monkeycracks
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Post by monkeycracks »

Nicest terrain I've seen in Irrlicht yet. Hope we can get some sort of demo soon :P
Pmt3ddy
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Post by Pmt3ddy »

That looks amazing 8)

Any news on the release of a demo yet?
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