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Armen's Terrain Generator

Posted: Fri Mar 31, 2006 2:38 am
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.

Posted: Fri Mar 31, 2006 5:28 am
by Xaron
This looks good, thanks for that! :) Would it be possible to export the terrain to 16 bit raw data?

Regards - Xaron

Posted: Fri Mar 31, 2006 10:13 am
by Armen138
i am working on that, but i didnt think irrlicht could handle that?

Posted: Fri Mar 31, 2006 10:21 am
by Xaron
The terrain engine can deal with 16 bit raw data. There is a patch for that.

Regards - Xaron

Posted: Fri Mar 31, 2006 7:48 pm
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 ;)

Posted: Mon Apr 17, 2006 9:05 pm
by Midnight
this thing rules.

need source.

Posted: Sun Apr 23, 2006 1:08 am
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?

Posted: Mon Apr 24, 2006 3:00 pm
by Isgalvotas
Damn, cool terrain generator, man! :shock:

Posted: Tue Apr 25, 2006 4:59 am
by jclins
omg...drools...wow. *blinks* what this is real?? :P

Posted: Tue Apr 25, 2006 8:00 am
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.

Posted: Tue Apr 25, 2006 8:43 am
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.

Posted: Tue Jul 04, 2006 9:49 am
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).

Posted: Tue Jul 04, 2006 12:53 pm
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

Posted: Tue Jul 04, 2006 4:21 pm
by Armen138
i'll have a look at this tonight(i admit i havent tested much on windows),
and post an update :)

Posted: Tue Jul 04, 2006 9:28 pm
by Electron
All files written using Lightfeather are written in binary