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Finstern
PostPosted: Wed Jan 04, 2012 7:38 pm    Post subject: Any ETA ? Reply with quote



Joined: 09 Mar 2010
Posts: 24

First .. Happy New Year !

Then I would like to know about where you are on dev' progress ?

Actually my subject of interest would be :

-any new for multi core support ? (as most of us have 2 to 4 core, some get even more virtual cores with intel i7 technologie that is spreading now)

-how about some tuto for road tool good usage ?

-I asked about other engine support and was answered it was waiting for actual work to be done.
I see that new engine are now supported so maybe I can ask again for Realm Crafter Pro engine support ? (Yes I know we get sdk to do that but it need extended knowledge of C++ 3D handling and as a pure indie client, I admit I lake thoses knowledges, sorry for that)


Thank for your hard work and long live to Quad Software Smile
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ALicu
PostPosted: Thu Jan 05, 2012 8:17 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

We are continually working to improve Grome. Among new things that we prepare for Grome 4 (sorry no ETA for now) are multi core support.

The road tutorials are also in the making and I suspect in 1.5-2 months will be uploaded on site.

We are also trying to support as many engines as possible. Currently we will have an update for OSG and also we will support OpenFlight format. Realm Crafter direct support is not yet started but if many request it we will bump it up in the to-do list with higher priority. I know that an integration is already possible with some of the default plugins (raw heightmap or collada and baked texture), the main problem being multiple layers of texture for terrain.

Kind Regards,
Adrian L.
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ALicu
PostPosted: Thu Jan 05, 2012 8:32 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Oh, and about the roads. There is a small introductory tutorial in the Grome main help file. Also, all the tools are well documented. Plus, if you have any questions please don't hesitate to contact us (by forum or email). We are more than happy to help. Video tutorials are also coming, don't worry Smile

Kind Regards,
Adrian L.
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Finstern
PostPosted: Thu Jan 05, 2012 5:51 pm    Post subject: Reply with quote



Joined: 09 Mar 2010
Posts: 24

I thank you very much ALicu for all thoses informations.

I will see on RC pro forum if there are Grome clients here to explain them the situation.

I just bought the V3 upgrade and discovering the new version, look better refined interface, I like the fact you improved texture application, it's really more easy to handle now.

If I can suggest something, it would be some "water element" improvment, since actually it's only for flat flow .. something like mountain stream or waterfall need 3dwork to implement.

Having a tool that provide thoses sort of base mesh directly into grome would increase the workflow a lot .. Same for unusual terrain deformation such as sea erosion of a cliff, can't do it without relying in external mesh then it take time to accord the textures for seamless terrain.
Something like that for example is not possible directly actually if I'm not wrong :



Or that ..

Wanted to create something like that in the end :
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ALicu
PostPosted: Fri Jan 06, 2012 8:41 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

Quote:
If I can suggest something, it would be some "water element" improvment, since actually it's only for flat flow .. something like mountain stream or waterfall need 3dwork to implement.


In the future we plan to extend the roads spline to generation of rivers. We can then create some really cool procedural generation tools like click on a mountain top and let the program compute the streams down to the slopes.

Quote:
Same for unusual terrain deformation such as sea erosion of a cliff, can't do it without relying in external mesh then it take time to accord the textures for seamless terrain.
Something like that for example is not possible directly actually if I'm not wrong :


We are also working on new algorithms for erosion that may prove useful for your cases. For now you can use the thermal erosion on top of various initial fractal terrains to obtain various slides and deformations. There are some new presets in the Grome 3.1 for erosion tool that may prove useful. Also the erosion algorithms speed was increased considerably now so you can test multiple configurations easily.

But to be noted that in most of your pictures the terrain is not heightmap-only based. It has various overhangs which cannot be represent by heightfilelds alone. We do have in plan a voxel based editing but I cannot give you an ETA for that.

Kind Regards,
Adrian L.
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