Hex terrain editor

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monkeycracks
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Post by monkeycracks »

Yeah, it saves me a lot of work ;D
arras
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Post by arras »

Yes great work. I would like to know howe much your texture splatting influence performance (fps) and also howe many textures per tile are suported.

Keep it up.
elvman
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Post by elvman »

Another screenshot:
Image
The shadows are now pixel-to-pixel precise,but it takes longer to calculate them.
SwitchCase
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Post by SwitchCase »

This is great!

When can is it going to be released???

Great work! :D
Kevin McGovern
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Post by Kevin McGovern »

Wow, that looks amazing. It's EXACTLY what I need. A brush terrain editor(which is what I think this is if I read right).
elvman
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Post by elvman »

Yes it is 'a brush terrain editor', but in addition you will be able to ose these brushes for splatting too. Wait for release in a few days.
bitplane
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Post by bitplane »

This looks really good, nice work :)
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benny53
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Post by benny53 »

how large can you make the terrain with this?
elvman
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Post by elvman »

I finally released the demo of the editor. Check out this thread.
Beroc
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Post by Beroc »

You are referring to the E_MATERIAL_TYPE of EMT_SOLID_2_LAYER. The Help file states the following:

Solid material with 2 texture layers. The second is blended onto the first using the alpha value of the vertex colors. This material is currently not implemented in OpenGL, but it works with DirectX.

Note that it specifically says that it sues Vertex Colors, not an alpha map, so you will need to push the vertex colors from your program just to get it to work right, I don't think that is exactly what you want to do on a character or vehicle. It is just about truly geared towards terrain. I was kinda hoping myself that it would be alpha based, but eh, oh well.

I am not, however getting how you are combining the 2 layer texture with the light map, that isn't in those definitions
elvman
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Post by elvman »

I use shaders.
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