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mgarnett
PostPosted: Fri Nov 06, 2009 11:45 am    Post subject: Engine Support Reply with quote



Joined: 02 Oct 2009
Posts: 8

Hi,

I see that you have plans to support third party engines such as Unity, C4 and Visual3D.Net. I just wondered if you had any updates on how that was progressing and when you think it might be implemented.

Thanks

Mark
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ALicu
PostPosted: Fri Nov 06, 2009 1:29 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Visual3D - Grome interoperability was already done by various Visual3D users. You can check the engine forums for details. They present the details there.

C4 engine already supports terrain from Grome. You can check out this thread for details:
http://www.terathon.com/forums/viewtopic.php?f=4&t=3599

For Unity we didn't do any research yet, but we've talked with the engine developers for a potential collaboration. But I cannot give you a certain date for that.

As for other engines, 3D Gamestudio engine support exists, but we didn't advertise for it yet. While for Ogre3D we can offer a solution based on Grome and Graphite.

Anyway, any engine you are using we are more than happy to offer you the necessary support so your Grome data is represented in that engine. Most of the engines already support importing terrain from some sorts of raw formats so heightmaps and high res baked images should be easy to be imported. Texture splatting needs to be done specific to each engine.

Regards,
Adrian L.
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mgarnett
PostPosted: Sat Nov 07, 2009 10:06 am    Post subject: Engine Support Reply with quote



Joined: 02 Oct 2009
Posts: 8

Hi ALicu,

Thanks heaps for the response, very much appreciated. I'm tinkering around with a few engines at the moment and would like to use GROME as the landscape editor.

You mentioned a GameStudio/A7 exporter. Is that available for download anywhere?

Thanks

Mark
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ALicu
PostPosted: Sat Nov 07, 2009 10:17 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi Mark,

You can find the exporter here:
http://www.quadsoftware.com/storage/3DGS_Exporter_2009_08_17.rar

and the source here:
http://www.quadsoftware.com/storage/3DGS_ExporterSrc_2009_08_17.rar

We plan to add official support for this shortly. You can consider it as a beta test product for now so the documentation is not complete.

Let me know if I can provide more information.

Regards,
Adrian L.
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mgarnett
PostPosted: Mon Nov 09, 2009 10:13 am    Post subject: Engine Support Reply with quote



Joined: 02 Oct 2009
Posts: 8

Hi Adrian,

Thanks for links and thanks again for the response.

Cheers

Mark
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tcumpston
PostPosted: Thu Jan 14, 2010 6:00 am    Post subject: Reply with quote



Joined: 10 Oct 2009
Posts: 1

I too would really love to see a Unity export option.
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Risine
PostPosted: Wed Jan 20, 2010 7:30 pm    Post subject: Reply with quote



Joined: 20 Jan 2010
Posts: 2

Hello there,

Just wondering, is Unity export or integration really and already on the way or is it just a 'possibility' for the future?
When can we expect it if it's on the way?
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ALicu
PostPosted: Thu Jan 21, 2010 7:06 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Unity export is just a possibility for the future. Next to be launched we are focusing on UDK. Besides Unity, there are other requests for Torque3D, Visual3D, 2D Game Studio etc. We will see next how we prioritize the development.

To be noted though, that you probably already can import Grome terrain in Unity. Most engines support importing from 16bit raw (or other standard heightmap formats) while texturing can be saved as separate image layers and masks and reassembled in the engine. All these done by exporting from Grome with existing standard exporters.

Also, you have the Grome SDK at your disposal. If you are a programmer or you have one in your team, you really don't need us to make an exporter to any engine.

Regards,
Adrian L.
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Risine
PostPosted: Thu Jan 21, 2010 7:06 pm    Post subject: Reply with quote



Joined: 20 Jan 2010
Posts: 2

Thanks for your reply, good news to know that there is a SDK. Smile
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Tooshar
PostPosted: Fri Jul 09, 2010 9:16 am    Post subject: Reply with quote



Joined: 09 Jul 2010
Posts: 1

Well I've been looking for a good terrain editor for some time, and I'm really liking the looks of the grome 2 editor, But I'm currently using the esenthel engine, and will be for the forseeable future, any information in exporting to that particular engine? If so then my friends and I working on an indie project will more than likely get several copies.
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ALicu
PostPosted: Fri Jul 09, 2010 12:29 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

I dont have any experience with that engine but I will have a look to see what formats it supports. Any engine with decent terrain support should support import of heightmaps from 16bit raw, dted, bt etc and these are standard export plugins for Grome. Also standard plugins export the layers diffuse images and masks so you should be able to reassemble them in the engine if it supports texture splatting. You can also export one big highres image with all the layers baked.

To be noted that with grome sdk you can create your own plugins to save and load from your native engine formats. The sdk is disable in the demo but you cand send me an email to licu at quadsoftware.com and I can prepare a trial license for you.

Let me know if I can provide more information.

Best Regards,
Adrian
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Zykomaniac
PostPosted: Wed Jul 28, 2010 3:03 pm    Post subject: Reply with quote



Joined: 30 Jan 2010
Posts: 18

I agree with Tooshar, the heightmaps created from grome is relatively good, just having a real hard time sizing them :p perhaps you could contact the Developer of Esenthel Engine and help each other out? : )
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ALicu
PostPosted: Thu Jul 29, 2010 8:28 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Why do you need to size the heightmaps? Is Esenthel requiring certain sizes?

Regards,
Adrian
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Zykomaniac
PostPosted: Thu Jul 29, 2010 5:02 pm    Post subject: Reply with quote



Joined: 30 Jan 2010
Posts: 18

Well mostly because Esenthel do it in the same way as grome, splitting terrain zones, and exporting a heightmap I usually have to decide how large the heightmap will be and how many zones. might just be a problem with the way I do it though ; )
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ALicu
PostPosted: Fri Jul 30, 2010 8:53 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

Is Esenthel using power of two sizes? If so, is it using power of two for tiles or for vertices?

What exporter are you using the get data into Esenthel? I may be able to provide some hints or alternatives.

Regards,
Adrian
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