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Finstern
PostPosted: Thu Jan 12, 2012 11:44 pm    Post subject: HD Top Rendering .. Reply with quote



Joined: 09 Mar 2010
Posts: 24

I have a question, not sure if it's possible or not ..

I use Grome for various projects and for one of them I would like to create a high definition rendering of the whole map from "almost" top view (say 80°) ..

The goal is to have this render of the map cut in part to integrate it into something like an RTS view but with zoom capacity so I need a really high definition rendering so that it won't be pixelated when zooming on the map (and thus you won't alway see the whole map at the same time, diablo like view or rts view).

Is there a way to do it ?

(sorry for my bad english, not sure I explained it well)
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ALicu
PostPosted: Fri Jan 13, 2012 8:11 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

In Grome UI you can use Bake texture tool to create a top view of the layers. But you are limited to the size of texturing per terrain zone (I believe the current limit on video cards is 4096x4096 per terrain zone).

But with the SDK you can export at any resolution. Grome is optimized to save high res image (500000x500000 pixels or even more) by using streaming to disk, line by line.

The global large data sets exporter can be used to export high res image. Call the exporter from File -> Export... and press Help in its UI for more information.

But this exporter saves the images from top-down only. If you want to use a certain angle, you can modify this plugin and use iScene::CustomDirSnapshot function to use any direction. Of course you need to know a little C++ and use Grome SDK. The exporter even has this function commented in the source code. Un-comment it, put there the direction you want to get the snapshot from and recompile the plugin.

More information about this in this thread:
http://www.quadsoftware.com/forum/viewtopic.php?t=725&highlight=customdirsnapshot

I will also add the option to use any direction in the exporter directly from its UI (I will add this in the to-do list so next version should have this).

Kind Regards,
Adrian L.
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Finstern
PostPosted: Fri Jan 13, 2012 4:05 pm    Post subject: Reply with quote



Joined: 09 Mar 2010
Posts: 24

Excellent new, I thank you very much Alicu, you relieve me of some burden here, I was wondering if I would need to rework multiple screen view in photoshop to reassemble the entire map.

Your software is really wonderfull !
Smile

(as a side note, I discovered a new engine engine with awesome sdk recently, name's Essenthel. This one look like top notch solution for multiple game work, ever heard about it ? If so, do you know some user that work with this one and is there plan for increasing compatibility for it ? I think it have a bright futur on indie game scene since it's cheap (even free for non commercial projects) )
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ALicu
PostPosted: Fri Jan 13, 2012 4:52 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1326

Hi,

I've heard about Essenthel from some of our clients:
http://www.quadsoftware.com/forum/viewtopic.php?t=542

I don't know the exact status of their implementation but you can try to contact them for additional info. Also, you can try to post on that engine forums to find out what other Grome clients are using it.

Plus, if you have any specific issue integrating Grome terrain into that engine, please let me know. I am more than happy to help.

Kind Regards,
Adrian L.
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Finstern
PostPosted: Sat Jan 14, 2012 3:49 pm    Post subject: Reply with quote



Joined: 09 Mar 2010
Posts: 24

Haha ok ok .. as a side note : them = him
It's a solo team it seem.. Shocked
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