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  Topic: Selection as masks?
duke2

Replies: 1
Views: 4130

PostForum: Grome 1, 2 - General Discussion   Posted: Sat Nov 14, 2009 7:18 am   Subject: Selection as masks?
You can activate a selection and use it to mask out heightmap effects, but can you use it to mask out texture and details and so on? I don't want to paint the same thing 3 times!
  Topic: "Save Mask associations"
duke2

Replies: 1
Views: 3832

PostForum: Grome 1, 2 - General Discussion   Posted: Wed Nov 11, 2009 12:51 pm   Subject: "Save Mask associations"
It would be great if mask associations could be saved with the workspace. For example, most of the time i'll have a "Grass1" mask that I apply to the "Grass1" texture layer - every time. But every tim ...
  Topic: Scale reference tools
duke2

Replies: 1
Views: 3447

PostForum: Grome 1, 2 - General Discussion   Posted: Mon Nov 09, 2009 10:43 am   Subject: Scale reference tools
It would be good if you could quickly place a scale reference like a person on your terrain quickly while editing. Even a 3D ruler that automatically drops on the ground in front of you would be good.
  Topic: Well this is awesome
duke2

Replies: 1
Views: 3638

PostForum: Grome 1, 2 - General Discussion   Posted: Mon Nov 09, 2009 10:42 am   Subject: Well this is awesome
I got a new system with 12gb ram. I'm working on a map with 32x32 zones of 256x256 pixel heightmaps/masks - ALL loaded in memory!

Awesome!
  Topic: Shadowmap - additional options
duke2

Replies: 1
Views: 3896

PostForum: Grome 1, 2 - General Discussion   Posted: Sun Jun 28, 2009 8:10 am   Subject: Shadowmap - additional options
I don't want to impede on the advanced lightmappers territory, but it would be good to have these:

-Sun intensity (as well as the existing Shadow intensity)
-Sun colour
-Shadow colour
  Topic: Error in swap script
duke2

Replies: 2
Views: 5871

PostForum: Grome 1, 2 - Bug Reporting   Posted: Fri Jun 26, 2009 10:55 am   Subject: Error in swap script
The SwapProcessing script doesn't work for me when the zones it's trying to select (in FindResidentZone are swapped). So, for example, if my zone is called "Raw Zone 0 0", it won't find that if it is ...
  Topic: Default behaviour for applying things to swapped zones
duke2

Replies: 5
Views: 6706

PostForum: Grome 1, 2 - General Discussion   Posted: Thu Jun 25, 2009 11:26 am   Subject: Default behaviour for applying things to swapped zones
Nevermind, all worked out.
  Topic: Default behaviour for applying things to swapped zones
duke2

Replies: 5
Views: 6706

PostForum: Grome 1, 2 - General Discussion   Posted: Thu Jun 25, 2009 9:41 am   Subject: Default behaviour for applying things to swapped zones
What's the script syntax for g_terrain_editor.AssignLayerToSelection when it's a Heightmap or Selection type, where they don't have parameters? At the moment i'm just giving it a param table with noth ...
  Topic: Default behaviour for applying things to swapped zones
duke2

Replies: 5
Views: 6706

PostForum: Grome 1, 2 - General Discussion   Posted: Wed Jun 24, 2009 11:46 am   Subject: Default behaviour for applying things to swapped zones
Could you add this function to water? Right click on Water selection->Copy water settings to.
  Topic: Compiling 64bit plugins?
duke2

Replies: 11
Views: 16599

PostForum: Grome 1, 2 - SDK Developer   Posted: Wed Jun 24, 2009 10:57 am   Subject: Compiling 64bit plugins?
Sorry for all the probably elementary questions - I haven't had any experience doing anything other than doing c# in VS (as it's compiled on the fly in Unity). I did that, but now i'm getting these co ...
  Topic: A few problems
duke2

Replies: 7
Views: 10873

PostForum: Grome 1, 2 - Bug Reporting   Posted: Tue Jun 23, 2009 11:18 am   Subject: A few problems
All plugins that i've compiled here won't load. The Grome console says this:

Warning parsing component "ImpRAW.plug" of "Plugins": invalid format (Skipping)

..and so on, for each plugin that's b ...
  Topic: Default behaviour for applying things to swapped zones
duke2

Replies: 5
Views: 6706

PostForum: Grome 1, 2 - General Discussion   Posted: Tue Jun 23, 2009 10:11 am   Subject: Default behaviour for applying things to swapped zones
Could it be made so that when you try to apply something to a swapped zone (like a texture), it unswaps->applies->swaps, each one? In the meantime, i'll see if this can be done via the scripting ...
  Topic: Grome 2 Tutorial Shots
duke2

Replies: 8
Views: 21270

PostForum: Grome 3 - User Gallery   Posted: Tue Jun 23, 2009 12:59 am   Subject: Grome 2 Tutorial Shots
You should add some detail by adding a second lightmap layer and generating colour based on flowmap. A level of 64 works well Smile
  Topic: A few problems
duke2

Replies: 7
Views: 10873

PostForum: Grome 1, 2 - Bug Reporting   Posted: Mon Jun 22, 2009 11:42 am   Subject: A few problems
Oh ok - I obviously haven't used Grome for a while. So you have to couple the dist. masks with the layer so it knows.
  Topic: A few problems
duke2

Replies: 7
Views: 10873

PostForum: Grome 1, 2 - Bug Reporting   Posted: Mon Jun 22, 2009 11:07 am   Subject: A few problems
I've re-recorded and uploaded to my webspace so youtube doesn't get it's dirty low quality hands on it. The issues are:

-FractalGen doesn't seem to do anything.
-ColorGenerator and MaskGenerator d ...
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