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PuG
PostPosted: Thu Oct 04, 2007 8:23 am    Post subject: Texture export Reply with quote



Joined: 04 Oct 2007
Posts: 20

Hi, was looking to purchase Grome though just wanted to check on of features.

Is Grome able to output a proper lightmap, and can it also export an opacity map? (e.g. for blended textures, each texture zone in each RGB value & Alpha).

Regards!
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ALicu
PostPosted: Thu Oct 04, 2007 8:50 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hello,

What do you mean by opacity map? A map with channels filled with masks from multiple layers? And by blended textures do you mean baked textures from multiple layers into one single texture?

Grome can create the lightmap for the terrain by ray casting the shadows of terrain and other objects. We also have some customization projects underway that deal with more realistic shadows (ambient occlusion + ray casting) that create lightmapping for both terrain and objects. Some of these features may end up in the future Grome builds. If you are really interested on this kind of feature contact us by email.

As for outputting the maps, Grome SDK can be used to access all the layers information (color and mask images pixels, shading operations). It can be used to create a plugin that can combine and output the layers in any format you want. The procedure depends on your custom needs and what you really need to get as output. I can offer you more information if you provide more details about your engine / application usage of terrain layers.

Best Regards,
Adrian L.
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PuG
PostPosted: Thu Oct 04, 2007 9:06 am    Post subject: Reply with quote



Joined: 04 Oct 2007
Posts: 20

Hi, thanks for the quick reply - do apologise for the vague question Smile

Currently using L3DT for TGEA Atlas & wanted a better custom tool set for editing & texturing terrains.

Part of Torques requirements for blended is for you to output a Attributes map - which basically 4 layers in an image (RGBA) with different coloured in areas to tell the compiler where each of those textures should be applied for tiling.

Can Grome output something similar? (even if I have to go through and merge again thats fine).

As for lightmaps its not a major a requirment, though would have been a nice feature - but your current system sounds fine.

Best Regards,
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ALicu
PostPosted: Thu Oct 04, 2007 9:30 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Just to be sure that I understand all the details. So you want the layer masks (i.e. where the layer textures are applied) to be outputted 4 per one texture (red = tex1 mask value, greed = tex2 mask, blue = tex3, alpha = tex4). So you basically occupy only one (DDS) texture with 4 masks. If this is the case, yes, Grome can be easily made (with a plugin) to output this kind of format. All you have to do is to make sure the layers are at the same resolution when working in Grome (or you can make them at different resolution but you will have to filter the pixels during export).

We have some future plans to make integration with ATLAS engine. Last time we've checked their support, their texture was based on only one big texture that is paged from disk, but from talks with GarageGames they had some changes in mind.

We are more than happy to help you integrate Grome with their engine as our plan is to make the editor available to as many engines as possible.

Regards,
Adrian L.
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PuG
PostPosted: Thu Oct 04, 2007 9:46 am    Post subject: Reply with quote



Joined: 04 Oct 2007
Posts: 20

Yes, correct.

Atlas2 supports both Unique (one large texture) & blended.

Can Grome as stock already output layer mask in one form or another? (even if separate image files?).

In all honesty we don't have the resource to write custom plugins or fund for better intergraiton at this stage with the Engine/Grome/Atlas.

Best Regards,
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ALicu
PostPosted: Thu Oct 04, 2007 9:50 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Yes, Grome can output the following things you may find useful:

- Geometry: 16 bit raw or png heightfields.

- Layers: for each terrain layer:
Decal texture
Mask texture
All textures can be outputted as separate textures in bmp, tga, dds, png, sgi, jpg or psd format.

- Objects and their instances: in a simple to parse text format (a loader can be easily created)

There are also other exporters that you may find useful but I think you can use the above options to integrate in a form or another with ATLAS.

Regards,
Adrian L.
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PuG
PostPosted: Thu Oct 04, 2007 9:58 am    Post subject: Reply with quote



Joined: 04 Oct 2007
Posts: 20

Again thanks for reply, ok sounds great!

Best Regards,
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