New terrain scene node

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki

Do you find this node useful?

Yes!
18
82%
Kinda
2
9%
No!
2
9%
 
Total votes: 22

Asterisk Man
Posts: 62
Joined: Wed Jun 09, 2004 5:51 am

Post by Asterisk Man »

I see what you mean, woudln't I have to first stretch the underlying texture, then blend the little detail texture chunks into it? If so, wouldn't this take a rather big chunk of memory?

What I was thinking about doing was: Since both the light map AND the stretch texture will be stretched to the same size, wouldn't it be far easier to just blend the two of em, then using the second set of TCoords to place detail texture wherever I want?
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

I see what you mean, woudln't I have to first stretch the underlying texture, then blend the little detail texture chunks into it? If so, wouldn't this take a rather big chunk of memory?
You're right

What I was thinking about doing was: Since both the light map AND the stretch texture will be stretched to the same size, wouldn't it be far easier to just blend the two of em, then using the second set of TCoords to place detail texture wherever I want?
Very good idea! But why are there only two texture coordinate sets?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Asterisk Man
Posts: 62
Joined: Wed Jun 09, 2004 5:51 am

Post by Asterisk Man »

I've got no clue, we only have 1 TCoord, or 2 TCoords, so I try to make the most out of em whenever I can.
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

Asterisk Man wrote:I've got no clue, we only have 1 TCoord, or 2 TCoords, so I try to make the most out of em whenever I can.
That's an good attitude!
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Asterisk Man
Posts: 62
Joined: Wed Jun 09, 2004 5:51 am

Post by Asterisk Man »

Alright, I managed to blend the strech texture and the light map. However, I've had no sucess making the transparent spots on the detail map transparent (I'm using pure blue as transparent flag). Any ideas on how to do this, without changing from a light map material type?
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

hmm, why don't you use the alpha value of the bitmap as alpha value?
You have to save your bitmap as 32bit bitmap with the first 8 bits as alpha value.
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Asterisk Man
Posts: 62
Joined: Wed Jun 09, 2004 5:51 am

Post by Asterisk Man »

Because the color format used by the node is A1R5G5B5, and I'm doing the image editing in a program without alpha editing (either that, or i just dont know how to edit that), so what i've been doing, is to edit the picture at runtime, so that all pixels with r = 0, g = 0 and b = 255 are set to 0xF000 (or alpha = 1, red = 0, green = 0, blue = 0).


The problem is, that when using the lightmap material type, is that alpha transprency is ignored, which means that I'm probably gonna have to make it transparent manually, when I learn how :)
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

Must all pixels have the same alpha transparenz value?
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Asterisk Man
Posts: 62
Joined: Wed Jun 09, 2004 5:51 am

Post by Asterisk Man »

New binary is up, some major fixes, and some neat texture thingies have been done.

Still need some way to create an artificial enlarged view frustrum, to remove the annoying terrain cutoffs. Also needs rotation animator, triangle selector, and some other thingies.
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

Search Google and Gamedev.net.
If you can german, I've got some good articles about collision deteticion with the terrain, too.
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
erSitzt
Posts: 52
Joined: Sun May 09, 2004 11:59 am

Post by erSitzt »

Hi,

could you please post your articles on collision detection with terrain or mail them to me ?
Me and a friend are working on a terrainengine that handles large terrains ( more than half an hour of walking by now :) ) and im very interested in collision detection documentation :)

Und ich verstehe auch deutsch... :)

mfg
erSitzt
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

Yes I can, but it'll take a few weeks, because i broke my hand (can hardly use a computer :cry: :cry: )
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
gast :)

Post by gast :) »

Any news?
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

gast :) wrote:Any news?
Indeed, I hope this project isn't dead :).
General Tools List
General FAQ
System: AMD Barton 2600+, 512MB, 9600XT 256MB, WinXP + FC3
Peter Müller
Posts: 292
Joined: Sun Mar 14, 2004 5:28 pm
Location: Germany
Contact:

Post by Peter Müller »

bal wrote:
gast :) wrote:Any news?
Indeed, I hope this project isn't dead :).
dito
http://www.games-forge.de - Die Community für Nachwuchsprogrammierer
Post Reply