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mgarnett |
Posted: Fri Nov 06, 2009 11:45 am Post subject: Engine Support |
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Joined: 02 Oct 2009 Posts: 8
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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 |
Posted: Fri Nov 06, 2009 1:29 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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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 |
Posted: Sat Nov 07, 2009 10:06 am Post subject: Engine Support |
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Joined: 02 Oct 2009 Posts: 8
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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 |
Posted: Sat Nov 07, 2009 10:17 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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mgarnett |
Posted: Mon Nov 09, 2009 10:13 am Post subject: Engine Support |
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Joined: 02 Oct 2009 Posts: 8
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Hi Adrian,
Thanks for links and thanks again for the response.
Cheers
Mark |
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tcumpston |
Posted: Thu Jan 14, 2010 6:00 am Post subject: |
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Joined: 10 Oct 2009 Posts: 1
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I too would really love to see a Unity export option. |
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Risine |
Posted: Wed Jan 20, 2010 7:30 pm Post subject: |
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Joined: 20 Jan 2010 Posts: 2
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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 |
Posted: Thu Jan 21, 2010 7:06 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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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 |
Posted: Thu Jan 21, 2010 7:06 pm Post subject: |
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Joined: 20 Jan 2010 Posts: 2
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Thanks for your reply, good news to know that there is a SDK.  |
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Tooshar |
Posted: Fri Jul 09, 2010 9:16 am Post subject: |
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Joined: 09 Jul 2010 Posts: 1
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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 |
Posted: Fri Jul 09, 2010 12:29 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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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 |
Posted: Wed Jul 28, 2010 3:03 pm Post subject: |
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Joined: 30 Jan 2010 Posts: 18
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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 |
Posted: Thu Jul 29, 2010 8:28 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
Why do you need to size the heightmaps? Is Esenthel requiring certain sizes?
Regards,
Adrian |
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Zykomaniac |
Posted: Thu Jul 29, 2010 5:02 pm Post subject: |
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Joined: 30 Jan 2010 Posts: 18
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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 |
Posted: Fri Jul 30, 2010 8:53 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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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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