Armen's Terrain Generator
Armen's Terrain Generator
Hey there! its been a while since i had anything to announce, but im back
I created this terraingenerator to quickly create good looking terrains,
it generates a heightmap and a texture to go with it, and can also generate
a vegetationmap for trees and such. includes a tree model for demonstration purposes.
Note for people who use an unmodified irrlicht:
don't try loading anything larger than 256x256, and don't go nuts on the
vegetationmap
adding 64k trees will add 70 million triangles to the scene, so think before clicking
anyway, enjoy
http://www.gdlib.net/index.php?name=Dow ... ails&id=83
oh, before i forget, a little detail: this tool does not actually use irrlicht, it uses lightfeather.
I created this terraingenerator to quickly create good looking terrains,
it generates a heightmap and a texture to go with it, and can also generate
a vegetationmap for trees and such. includes a tree model for demonstration purposes.
Note for people who use an unmodified irrlicht:
don't try loading anything larger than 256x256, and don't go nuts on the
vegetationmap
adding 64k trees will add 70 million triangles to the scene, so think before clicking
anyway, enjoy
http://www.gdlib.net/index.php?name=Dow ... ails&id=83
oh, before i forget, a little detail: this tool does not actually use irrlicht, it uses lightfeather.
if you're looking for me, start looking on irc, i'm probably there.
alright! not sure if anyone is interested, but i'll share my progress with you guys anyway!
i've added support for large terrains(up to 16k x 16k heightmaps, i believe only lightfeather can render those at the moment), and texture splatting.
when the new features are stable, i'll release another version, til then, suggestions are welcome.
a screenie for your enjoyment:
NB. does irrlicht support texture splatting for terrain?
i've added support for large terrains(up to 16k x 16k heightmaps, i believe only lightfeather can render those at the moment), and texture splatting.
when the new features are stable, i'll release another version, til then, suggestions are welcome.
a screenie for your enjoyment:
NB. does irrlicht support texture splatting for terrain?
if you're looking for me, start looking on irc, i'm probably there.
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- Posts: 13
- Joined: Mon Oct 31, 2005 8:58 pm
- Location: Lithuania
- Contact:
I didn't read all the details of your nice work but here are my questions :
Do you produce heightmap, bmp, raw format ?
other format available ?
is it possible to place some objects .x, .obj etc and export there position in a xml format ?
How many tiles ?
I didn't work on my vehicle simulator for a few month now so can any one tell me if the irr 1.0 release got the irrspintz tiled terrain now ?
thx and good luck for your projects.
Do you produce heightmap, bmp, raw format ?
other format available ?
is it possible to place some objects .x, .obj etc and export there position in a xml format ?
How many tiles ?
I didn't work on my vehicle simulator for a few month now so can any one tell me if the irr 1.0 release got the irrspintz tiled terrain now ?
thx and good luck for your projects.
Heightmaps and textures are saved in uncompressed TGA format, i'm currently working on
exporting 16bit raw data, which is giving me some serious headaches.
It is possible to generate tree positions, but not yet to manually place models on the terrain.
I dont know how spintz' tiled terrain works, so currently i only export the file format for lightfeather's tiled terrain if the terrain is larger than 2048x2048.
exporting 16bit raw data, which is giving me some serious headaches.
It is possible to generate tree positions, but not yet to manually place models on the terrain.
I dont know how spintz' tiled terrain works, so currently i only export the file format for lightfeather's tiled terrain if the terrain is larger than 2048x2048.
if you're looking for me, start looking on irc, i'm probably there.
I've just downloaded the terrain generator, and it works fint. Really nice terrains!
However, the exported TGAs look weird, as you can see. Any thought on this? I'm running Win32.
Terrain texture:
http://www.control.auc.dk/~alc/tmp/terraintexture.tga
Height map
http://www.control.auc.dk/~alc/tmp/heightmap.tga
(I can't include TGAs in the posting, apparently, so these are links to the pics).
However, the exported TGAs look weird, as you can see. Any thought on this? I'm running Win32.
Terrain texture:
http://www.control.auc.dk/~alc/tmp/terraintexture.tga
Height map
http://www.control.auc.dk/~alc/tmp/heightmap.tga
(I can't include TGAs in the posting, apparently, so these are links to the pics).
All files written using Lightfeather are written in binary
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars