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Author Topic: TexGen - A terrain texture generator.  (Read 14930 times)

« on: April 21, 2010, 07:44:00 PM »
CURRENT VERSION: 0.75 - see later posts

I've finally got round to releasing the first version of TexGen, a terrain texturing program written in Java.

http://sourceforge.net/projects/tex-gen/

Version 0.5 is still quite basic and only features height-based texturing. I tried to cram slope-based texturing into this release but without the use of actual 3D geometry, this was problematic and has been pushed back to version 1.0. Even if you don't think you'll use the program, I hope you'll support it by giving it a thumbs up on sourceforge and even writing a review if you have time.

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Screenshots of some textures created in TexGen can be seen below. NOTE version 0.5 DOES NOT have 3D geometry, it only creates the textures. These were rendered in 3ds max.

Textures





The GUI




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Future Development
Version 1.0 will feature a 3D terrain preview and a 4th texture which will be slope-based.

Version 1.5 will be making the switch to C++ and feature terrain generation as well as texturing.
This will probably lead to a renaming of the program.

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Please report any bugs you find on this thread. The program has only been tested briefly.
« Last Edit: May 05, 2010, 03:28:31 AM by chebob69 »

jestermon

« Reply #1 on: April 21, 2010, 08:48:41 PM »
Great job.
You may want to add "How do you start the application"? in the FAQ.
Not everyone's machine is set up to associate the jar file with Java.

EDIT: The .java files are missing inside the Jar.. Also clicking on the image to load a file, is not too  intuitive... Sorry being such a bore, but you did ask for feedback :P
« Last Edit: April 21, 2010, 08:56:33 PM by jestermon »
« Reply #2 on: April 21, 2010, 09:39:44 PM »
+1 thumbs up at the forge! ;)
« Reply #3 on: April 21, 2010, 09:57:23 PM »
Don't be silly. Negative feedback is far more helpful than positive. I'll make some corrections when I have time!

I agree the texture buttons need to be more obvious, I did consider it but couldn't think of a clear solution as I didn't wanna change the GUI too much.
« Reply #4 on: April 22, 2010, 01:25:19 AM »
Looks great chebob :)
I will have to testspin this one later tonight.
« Reply #5 on: April 22, 2010, 03:34:02 AM »
looks cool, will give it a look and have a play tommorow.
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« Reply #6 on: April 22, 2010, 04:17:49 AM »
cool stuf
« Reply #7 on: April 22, 2010, 05:45:20 AM »
Great utility! ;)
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« Reply #8 on: April 25, 2010, 12:07:52 AM »
I'm making progress a lot quicker than expected. 3D in java is so easy compared to C++. Shame it's inferior.

Here are screenshots of the output window for v1.0 with and without lighting (does anyone know how to blend the lighting so it looks less pixellated?)




I'd like comments and input on the 2 following ideas if people wouldn't mind.

-How easy is it for people to convert a heightmap to 3d? Should I include an option to export to obj or 3ds (or .X possibly, I'd need to look at the file structure)?

-Should I try to integrate this 3d window into the current GUI or redesign the GUI for the next version around this 3d window (I'm thinkin the latter)

@Fernando. I hope it's ok me 'advertising' this on the forum. It is open source so I'm not profiting in any way. It's just my attempt to learn terrain generation really. When I get to v1.5 I'm also hoping to allow exporting to rad with the texturing as a shader script (like in shadmar's editor), so it will become more relevant to rad.
« Last Edit: April 25, 2010, 12:14:06 AM by chebob69 »
« Reply #9 on: April 25, 2010, 12:16:07 AM »
-How easy is it for people to convert a heightmap to 3d? Should I include an option to export to obj or 3ds (or .X possibly, I'd need to look at the file structure)?

-Should I try to integrate this 3d window into the current GUI or redesign the GUI for the next version around this 3d window (I'm thinkin the latter)

I vote X export!
I also vote GUI around 3d window redesign!
Since you're using java have you checked out jMonkeyEngine?
« Reply #10 on: April 25, 2010, 12:52:56 AM »
There are definitely no .X writers for java3d, had a pretty thorough look. Something tells me the file structure will be complicated, not to mention the fact there are so many variations of .X - I may resort to .obj export, probably the easiest and most common.

I hadn't heard of jmonkeyengine until I googled it just now. Looks good. I doubt I'd ever make games in Java though, I only used Java for this as I had to learn it recently for a course I did (I'd intended to use C++). Java just isn't efficient enough, the automatic memory management pisses me off!
« Reply #11 on: April 26, 2010, 04:20:31 AM »
@Fernando. I hope it's ok me 'advertising' this on the forum. It is open source so I'm not profiting in any way. It's just my attempt to learn terrain generation really. When I get to v1.5 I'm also hoping to allow exporting to rad with the texturing as a shader script (like in shadmar's editor), so it will become more relevant to rad.

No problem chebob69  :)
« Reply #12 on: April 27, 2010, 06:17:46 PM »
Forgive my ignorance, but does this create 3d terrain as well or is it for applying texture to already generated terrain?
« Reply #13 on: April 27, 2010, 06:24:36 PM »
Just textures at the moment. V1.5 will feature terrain generation. I'd recommend L3DT atm!
« Reply #14 on: April 27, 2010, 07:46:48 PM »
make a texture for a different terrain in texgen ???
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