View previous topic :: View next topic |
Author |
Message |
Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
|
Posted: Fri Jan 08, 2010 5:38 pm Post subject: Terrain Editor Project |
|
|
Some of you may be familiar with TerrainGen, a console-based terrain generator I made a while back. Well, that was useful and all, but I'm now working on a full graphical terrain editor. Like TerrainGen, it can load image files as heightmap data, and currently exports to Quake .map files and Quake 3 .map files. It's also setup to allow and encourage rapid and fluid terrain creation. Here's a quick video of the editor in action:
http://www.youtube.com/watch?v=FckhbVHqeoA
Suggestions for the name of the editor, and for features to be included, are welcome.
More info will be coming before too long, at http://entardev.wordpress.com _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
 |
|
Back to top |
|
 |
Spirit

Joined: 20 Nov 2004 Posts: 476
|
Posted: Fri Jan 08, 2010 7:01 pm Post subject: |
|
|
That looks very good. Will it be cross-platform? _________________ Quake Maps |
|
Back to top |
|
 |
Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
|
|
Back to top |
|
 |
Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
|
Posted: Fri Jan 08, 2010 8:11 pm Post subject: |
|
|
That is great, but Quake engine should benefit from some special lighting, like Gouraud shading, in order not to see a bunch of polygons with depths and heights.
Or, is it? _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
|
Back to top |
|
 |
Teiman
Joined: 03 Jun 2007 Posts: 309
|
Posted: Fri Jan 08, 2010 8:12 pm Post subject: |
|
|
Make some maps and release then, I can use something like that  |
|
Back to top |
|
 |
Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
|
Posted: Fri Jan 08, 2010 8:17 pm Post subject: |
|
|
Well, assuming that this is a Quake1 forum, and that there are lots of tools doing what I just saw in that video, a Quake map using a generated terrain (even in alpha state) shoud be more than useful.
I'd gladly play a map like those in Delta Force or Renegade with hills and river banks and all. But the limitations, oh, there are many. For example, texturing. It should be procedural, but we're talking Quake here, so, no chance. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
|
Back to top |
|
 |
leileilol

Joined: 15 Oct 2004 Posts: 1321
|
Posted: Fri Jan 08, 2010 8:24 pm Post subject: |
|
|
The terrain it outputs had better turn out better than this
(Nem's Tools + q3map2) _________________
 |
|
Back to top |
|
 |
Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
|
|
Back to top |
|
 |
jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
|
Posted: Fri Jan 08, 2010 11:36 pm Post subject: |
|
|
That looked nice. I was just testing some earth textures, wanted to have some quick bumpy terrain, but ended up having some bunch of blocks... _________________ zbang! |
|
Back to top |
|
 |
Teiman
Joined: 03 Jun 2007 Posts: 309
|
Posted: Sat Jan 09, 2010 5:28 pm Post subject: |
|
|
hahaha.. that video is awesome leileilol
theres no way to smooth these hills? .. I don't know.. but water can show "fake" geometry, can't "ground" do something like that to show fake geometry, rounding it... ? |
|
Back to top |
|
 |
MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
|
Posted: Sun Jan 10, 2010 4:23 pm Post subject: |
|
|
starfox? _________________ bah |
|
Back to top |
|
 |
Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
|
|
Back to top |
|
 |
Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
|
Posted: Wed Apr 07, 2010 9:40 am Post subject: |
|
|
How can I save a .map file of a terrain? I can't seem to find out how, and the F1 help does not help. Neither the readme.txt. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
|
Back to top |
|
 |
Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
|
Posted: Wed Apr 07, 2010 1:14 pm Post subject: |
|
|
When you click the export button, it says something like "F5-... to change format" and one of those will select .q1 map format or .q3 map format. Note, the export button (for other formats) and the save button (for CTE format) are different buttons on the HUD. _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
 |
|
Back to top |
|
 |
Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
|
Posted: Wed Apr 07, 2010 1:37 pm Post subject: |
|
|
Entar wrote: | When you click the export button, it says something like "F5-... to change format" and one of those will select .q1 map format or .q3 map format. Note, the export button (for other formats) and the save button (for CTE format) are different buttons on the HUD. |
Found it in the lower left corner. Thanks.
I'm really enthusiastic about such a tool, and the prospect of having REALLY BIG open spaces. My QuArK almost died compiling this. I used q3map2.
Notice the glitches. I'll try to use q3 bsp next time. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
|
Back to top |
|
 |
|