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  Topic: Terrain Texturing Problem - Black Areas and Lines
AD_Dennis

Replies: 10
Views: 7588

PostForum: Grome 1, 2 - SDK Developer   Posted: Sat Sep 19, 2009 2:39 pm   Subject: Terrain Texturing Problem - Black Areas and Lines
The black grid (far side of the terrain in the image above) and the heightmap problem were definitely caused by round-off errors in the exporter. However, as you said this terrain is a good candidate ...
  Topic: Terrain Texturing Problem - Black Areas and Lines
AD_Dennis

Replies: 10
Views: 7588

PostForum: Grome 1, 2 - SDK Developer   Posted: Fri Sep 18, 2009 10:34 pm   Subject: Terrain Texturing Problem - Black Areas and Lines
Alicu, I've come to the conclusion that the black rectangles are not due to anything associated with Grome. This conclusion is based on modifying the exporter, as a debug tool, to create a jpeg for e ...
  Topic: Terrain Texturing Problem - Black Areas and Lines
AD_Dennis

Replies: 10
Views: 7588

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Aug 19, 2009 1:22 am   Subject: Terrain Texturing Problem - Black Areas and Lines
I am having a problem with black areas in the terrain after importing into TGEA. There is also a black grid surrounding the tiles of the first column of tiles (left side of terrain when viewed in Gro ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Aug 19, 2009 1:01 am   Subject: Exporting .RAW for import into L3DT
Alicu, the terrain is ~20mb so I sent you an email requesting a link to FTP. Here is a picture of the terrain with the heightmap problem. Note the "wall" to the upper left and the sharp chasm at the ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Sun Aug 16, 2009 1:16 am   Subject: Exporting .RAW for import into L3DT
Here is the updated heightmap export code:

if(param_hm_export_as_raw)
{
uint hm_lines_no = hm_lines_per_row;
if(R == rows_no) // Last additional row (only for ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Sat Aug 15, 2009 9:10 pm   Subject: Exporting .RAW for import into L3DT
I may have been wrong in concluding that this isn't a round-off error problem. The following code eliminated the cut in the terrain.


float hm_val = terrain_editor->GetHeight(curr_hm_x, curr_h ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Sat Aug 15, 2009 6:46 pm   Subject: Exporting .RAW for import into L3DT
This has continued to be a problem. Exported terrains have zero height cuts running across them. In Grome the terrain does not show any evidence of this feature. It is visible in both L3DT and TGEA ...
  Topic: Texturing Problem
AD_Dennis

Replies: 5
Views: 6552

PostForum: Grome 1, 2 - General Discussion   Posted: Sun Apr 19, 2009 3:32 pm   Subject: Texturing Problem
ALicu, thank you for the information. I'll upload when I receive the link.
  Topic: Texturing Problem
AD_Dennis

Replies: 5
Views: 6552

PostForum: Grome 1, 2 - General Discussion   Posted: Sat Apr 18, 2009 9:27 pm   Subject: Texturing Problem
ALicu, I am sure that I deleted the layer.

I can upload the map. It is large, 16 x 16 zones with each zone 513 x513. Will that be ok? Also, please tell me which files (and where they will be) ...
  Topic: Texturing Problem
AD_Dennis

Replies: 5
Views: 6552

PostForum: Grome 1, 2 - General Discussion   Posted: Sat Apr 18, 2009 5:41 pm   Subject: Texturing Problem
I imported a heightmap for further editing and texturing. When I imported it I used the option to include a texture so that there would be a texture over the entire map to make it more visible. Once ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Feb 18, 2009 2:17 am   Subject: Exporting .RAW for import into L3DT
Alicu, The raw file output by the standard plugin produces a file that is correctly sized for a 4097 x 8193 16 bit raw file (67,133,442 bytes). As you suggested it appears that it is correct. When t ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Feb 18, 2009 1:21 am   Subject: Exporting .RAW for import into L3DT
Alicu, I have tried smaller terrains and they seem to import correctly. The problem seems to be the larger terrains. I tried a small terrain consisting of four 513 x 513 zones in a 2 x 2 arrangement ...
  Topic: Exporting .RAW for import into L3DT
AD_Dennis

Replies: 10
Views: 20335

PostForum: Grome 1, 2 - SDK Developer   Posted: Tue Feb 17, 2009 12:28 am   Subject: Exporting .RAW for import into L3DT
I generally use both Grome and L3DT to create terrains which requires the ability to import the terrain into both packages from the other. When attempting to export terrain from Grome and then import ...
  Topic: Initializing Property Table
AD_Dennis

Replies: 4
Views: 8925

PostForum: Grome 1, 2 - SDK Developer   Posted: Thu Aug 21, 2008 2:20 am   Subject: Initializing Property Table
ALicu, thanks again for the help. I have a few more questions about the custom table usage. My goal here is to assign the properties necessary to apply the lightmap to a terrain zone. As you descri ...
  Topic: Initializing Property Table
AD_Dennis

Replies: 4
Views: 8925

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Aug 13, 2008 10:54 pm   Subject: Initializing Property Table
Hmmm... I didn't realize there was an SDK help. I'll have to check that out. Thanks for the information ALicu.
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