TSTerrainSceneNode [Download Links Posted 30/7/08]
TSTerrainSceneNode [Download Links Posted 30/7/08]
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]
[Close Shot]
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.
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]
[Close Shot]
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.
Let's Take Over the World ~!!
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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)
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)
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
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.
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.
Let's Take Over the World ~!!
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.
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.
Let's Take Over the World ~!!
This screens looks very good:) I think than it will be very useful addon. Good work!
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
Smoothing Terrain is successfully applied.
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.
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.
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.
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.
Let's Take Over the World ~!!
wow nice mate. incredible work.
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