Armen's Terrain Generator

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
Armen138
Posts: 298
Joined: Mon Feb 23, 2004 3:38 am

Armen's Terrain Generator

Post by Armen138 »

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.

Image

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 :P

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.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
Contact:

Post by Xaron »

This looks good, thanks for that! :) Would it be possible to export the terrain to 16 bit raw data?

Regards - Xaron
Armen138
Posts: 298
Joined: Mon Feb 23, 2004 3:38 am

Post by Armen138 »

i am working on that, but i didnt think irrlicht could handle that?
if you're looking for me, start looking on irc, i'm probably there.
Xaron
Posts: 310
Joined: Sun Oct 16, 2005 7:39 am
Location: Germany
Contact:

Post by Xaron »

The terrain engine can deal with 16 bit raw data. There is a patch for that.

Regards - Xaron
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

I'm loving it! Nice work there Mr Arm :D
ps)
Quick!! Someone steal Lightfeather's new large terrain node for future compatibility ;)
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

this thing rules.

need source.
Armen138
Posts: 298
Joined: Mon Feb 23, 2004 3:38 am

Post by Armen138 »

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:
Image

NB. does irrlicht support texture splatting for terrain?
if you're looking for me, start looking on irc, i'm probably there.
Isgalvotas
Posts: 13
Joined: Mon Oct 31, 2005 8:58 pm
Location: Lithuania
Contact:

Post by Isgalvotas »

Damn, cool terrain generator, man! :shock:
Image
jclins
Posts: 86
Joined: Thu Jan 01, 2004 10:29 pm
Location: Texas, USA

Post by jclins »

omg...drools...wow. *blinks* what this is real?? :P
zenoid
Posts: 40
Joined: Wed Jul 20, 2005 1:16 pm
Location: france
Contact:

Post by zenoid »

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.
Armen138
Posts: 298
Joined: Mon Feb 23, 2004 3:38 am

Post by Armen138 »

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.
if you're looking for me, start looking on irc, i'm probably there.
alc
Posts: 31
Joined: Sun Jun 25, 2006 10:59 pm
Location: Denmark

Post by alc »

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).
bitplane
Admin
Posts: 3204
Joined: Mon Mar 28, 2005 3:45 am
Location: England
Contact:

Post by bitplane »

hmm.. that looks like files are written in text mode instead of binary. maybe linux writes binary files default, and windows is text
Submit bugs/patches to the tracker!
Need help right now? Visit the chat room
Armen138
Posts: 298
Joined: Mon Feb 23, 2004 3:38 am

Post by Armen138 »

i'll have a look at this tonight(i admit i havent tested much on windows),
and post an update :)
if you're looking for me, start looking on irc, i'm probably there.
Electron
Posts: 874
Joined: Sun Mar 14, 2004 12:05 am
Location: Massachusetts USA

Post by Electron »

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
Post Reply