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Author Topic: TerrainShaderEd v0.5 - Slope based texturing, Roads, FogHeight  (Read 26046 times)

« on: February 16, 2010, 03:07:06 PM »




Features
=======

  - Ability to custom shade a terrain skinmesh
  - Slope-based textureing
  - Make Roads in paint or photoshop
  - 4 base textures
  - 4 base normalmaps
  - 1 road texture
  - 1 roadmap+colormap (alpha)
  - Runtime loadable textures (.jpg .dds .tif .bmp .png)
  - Runtime loadbale meshes (.x)
  - 38 sliders for customizing your terrain
  - RGB,UV,Heights,slope,lights
  - FogHeight, link to fogobject to adjust color and ranges.
  - Export (to use with plugin in 3d Rad)
  - Save/Load settings (come back and finish styling later)
  - Rotate cam
  - Andro view and warp


Editor Installation
===================

1. Download TerrainShaderEd_v0.5.zip
2. Unzip somewhere and run the .exe

PLUGIN Installation for 3dRad 6.41+
===================================

1. Download plugin_TerrainShader_v05.3dr
2. Copy to your 3dRad\3DRad_res\projects\
(you should now have plugin_TerrainShader_v05.3dr in your projects directory)

Terrain Shader Editor Usage
===========================

1. Load your terrain (.x) -> can be loaded from anywhere)
2. Load your textures     -> can be loaded from anywhere, but I strongly suggest you use the SE_Textures folder, to simplify export.
3. Load your normalmaps   -> can be loaded from anywhere, but I strongly suggest you use the SE_Textures folder, to simplify export.
4. Use sliders to apply the effects you want.
5. Save Settings if you need this setup for other meshes.
6. Export to file.
6. Click Exit (or alt-tab, TerrainShaderEditor can run while 3dRad editor is running)
7. Open file you just exported in notepad, you need to paste its contents to the shader plugin (see below)

NOTE on textures : You should keep the textures you need in SE_Textures directory both in the TerrainShaderEditor\ and 3dRad\

NOTE on roads : If you dont't want any roads, please load the noroad.dds file.


Plugin Usage for 3dRad
=======================

1. Import the skinmesh you have shaded to 3dRad if you haven't done so already (also as RB if you want collisions)
2. Copy directory TerrainShaderEditor\SE_Textures (or just the ones you need)  to 3dRad\SE_Textures
3. Start 3dRad
4. Ctrl+A : Add your terrain skinmesh to shade
5. Check (Use custom Shader)
6. CTRL+M : select plugin_TerrainShader05.3dr
7. Open Script:TerrainShader and PASTE contents from the export file between the yellow lines.
8. Link to Skinmesh

You should now see the same effect as in the Shader Editor in your own project.
You can now add RB, cars etc...

Compiling a project using the plugin.
=====================================

1. Do as normal but remember to copy directory SE_Textures (or just the ones you want) to the project root folder after.

Tutorials
==============
Create a basic Terrain and Road : http://www.3drad.com/forum/index.php?topic=3697.msg28883#msg28883
« Last Edit: March 25, 2010, 03:32:26 PM by shadmar »
« Reply #1 on: February 16, 2010, 03:12:26 PM »
Legend.
Can't wait to try it out. The version number seems to be decreasing though!!

leon

« Reply #2 on: February 16, 2010, 04:13:56 PM »
Nice  ;)
Keep up the good work
cheers ;D
« Reply #3 on: February 16, 2010, 05:00:06 PM »
really great work there Shadmar! did this in seconds (added it to my particle editor to see what snow looks like in that environment and it really looks great). thanks very much for this, very powerful, oh and thanks for the credit too :) glad something were helpful, but you went above and beyond with this!really cool.
« Last Edit: February 16, 2010, 05:02:41 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #4 on: February 16, 2010, 05:15:02 PM »
That looks great gene. When are you releasing it and how heavy is it on resources?
« Reply #5 on: February 16, 2010, 05:35:03 PM »
@shadmar not hijacking thread just answering question :)
Quote
That looks great gene. When are you releasing it and how heavy is it on resources?
hopefully next month some time, it's very light on resources. really it's just one script and a gpu particle stack skinmesh, wich will come 25,50,100 and 200 particles(emitter count). they behave diferently than standard particles as they are contained effects relative to the master location. requirements will be 3drad 6.43 and shadermodel 2.0.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #6 on: February 16, 2010, 06:19:26 PM »
rite ho. well I didn't understand a thing you just said but well done!

yes, we'll leave this thread for people to marvel at the terrain editor now...
« Reply #7 on: February 17, 2010, 03:21:26 AM »
Wow that looks great Gene, its good too se that it was usable atleast :)
I'm going to make some small tutorials from L3DT->TerrainShader->3dRad, which will make this more or less complete.

I will also make a complete tutorial on how to design roads using Paint.NET (freeware)

Looking forward to test the particle editor aswell with all this :)
« Reply #8 on: February 17, 2010, 04:25:51 AM »
Fantastic shadmar, great job  :o

Updated the screenshot page to point to this post. Will add more refs to the home page asap!
« Reply #9 on: February 17, 2010, 06:42:02 AM »
Great stuff Shadmar! ;D
Roll out!
http://www.youtube.com/watch?v=VD8MvMaPNO4

Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #10 on: February 17, 2010, 09:15:26 AM »
damn!!
that's seems to be pretty impressive!!  :o

kudos!
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #11 on: February 17, 2010, 12:00:00 PM »
Looks really great and more than enough for my small games,
thanks a lot Shadmar.
 
I just get a idea for a new Obj...  ::)
new forum search:
http://www.google.com/ site:www.3drad.com searchword  ( <-- copy )
3DRad is now in the same Brain-Area like my old C64 and Amiga Memories!
« Reply #12 on: February 17, 2010, 01:34:12 PM »
I'll point to the fjord tutorial for L3DT:

http://www.bundysoft.com/wiki/lib/exe/fetch.php?id=tutorials%3Al3dt&cache=cache&media=tutorials:l3dt:fjord:fjord.pdf

This is a good starting point for making an attractive landscape and would combine well with the terrain shader!
« Reply #13 on: February 22, 2010, 10:28:34 PM »
The editor seems to lag a bit for me shadmar. I assumed it wouldn't be a problem when the shader was added to my project but it still is!

Do you have any idea why this could be? It should be quite light on resources shouldn't it?
« Reply #14 on: February 23, 2010, 02:56:10 AM »
Shader might be heavy at some systems, I haven't tried tuning it yet.
Might be all the texture lookups, not sure. I have noticed some slowdown at my end too.
Not sure on how to diagnostic tune/shaders and what is expensive or not. But I will have a re-look.
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