TG 3.0.0 - NemPosted: May 29th, 2003 - 11:20:33 am

Some screenshots of the upcomeing TG 3.0.0:

TG main screen.

TG texture browser.

TG generation options.

TG texture package options.
Modified: Mar 7th, 2004 - 4:45:47 pm[ 16249 Views ]

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1. RedPosted: May 29th, 2003 - 11:50:22 am

Looks good, cant wait..

when do you think it will be released. "roughly"
if thats not being to intrusive

2. NemPosted: May 29th, 2003 - 2:53:47 pm

I'll project one month, but it really depends on how much time I have to work on it...

3. cdundePosted: May 29th, 2003 - 4:41:07 pm

I recently sent an E-mail on installation problem with Terrain Generator ver. 2.3, but found that installing DirectX 9.0 resolved the situation. I enjoy using your program and I'm looking forward for version 3.0. Texture browser, awesome idea.

I have been working with the QuArK developers group for a while now and recently added an Addons menu with a link function to Terrain Generator and an import map function as well making it much easer for users to create their terrain and drop it into their QuArK editor. Keep up the great work and I will be checking back for the new release.

I did notice that ver. 2.3 online help link is dead. QuArK had the same problem, sense site changes are very common, so I made a link to the users hard drive for its help, infobase, that can be downloaded from the QuArK site for viewing off line. I might suggest something of the same for Terrain Generator.

Best regards,

cdunde

4. cdundePosted: May 29th, 2003 - 5:54:45 pm

After my last posting, I thought of a few features that might be very nice to add, selected face texture assignment and face splitting (in half) of faces. I was also wondering if the technique used in your Auto Tex Seamer could be incorporated was well.

What I'm getting at is, that would enable the user to easily brake down the faces to smaller ones, apply different textures and blend them where they meet, to create a more realistic transition and variety of terrains.

Thank you,

cdunde

5. NemPosted: May 29th, 2003 - 7:17:34 pm

Glad you got TG working, and your addons sounds pretty cool, I'll have to take a look at them seeing as I'm a QuArK user.

happy

In TG 3.0.0 you can apply a texture to any square piece of terrain. You can't, however, apply a texture to the two triangles that make up the terrain because the orientation of these triangles is dependant on how you export the terrain.

I also have though of implementing a feature that will generate blended textures (the best solution would probably be to use your video card to render the blended result to a texture) but haven't yet implemented this simply because I think for any reasonable sized terrain you would be creating far too many textures. At either rate this would be something implemented after TG 3.0.0.

6. mage111Posted: May 30th, 2003 - 10:49:29 pm

yo nem, TG 3.0 looks sick man. i cant wait to try it out :-).

TG 2x was sweet, but this is deadly lol :D

keep up the great work man
<3

7. NerdIIIPosted: Jun 5th, 2003 - 9:43:12 pm

some wad's like the ones from DoD already include blended textures. You just need to set them up right. apple
Needn't be much more than one of four directions to tell wich direction the texture blends to.
Oh and hi cdunde. Nice to meet you again :)

8. NemPosted: Jun 5th, 2003 - 9:56:18 pm

Yep, I'd recommend using already blended textures, even the halflife.wad has some that seem to work great, especially if you scale the textures to tile with the terrain.

9. BmFlShoe LacePosted: Jun 7th, 2003 - 3:24:27 pm

looks nice, after it's done i'm going to start working on maps and terrains. happy

10. jetscreamerModified: Jun 8th, 2003 - 2:34:36 pm

quake3 .map format support would rock
http://shaderlab.com/q3map2/


11. NemPosted: Jun 8th, 2003 - 3:10:15 pm

Quote:
quake3 .map format support would rock
http://shaderlab.com/q3map2/


Are some of the screenshots on that page from TG? If so I'd love to put them up in the User Created Maps section.

As it stands, my current priority is to get a beta version of TG 3.0.0 out. The only major thing left to do for it is file IO. The beta will contain support for classic Quake .map format and WC's version 220 .map format (I think that’s what it's called) and hopefully .dxf or .t3d for TG’s large unreal audience. After that I'm more than happy to add any additional formats.

For those of you who are interested I posted a quick tutorial on creating a map with TG in the forums. The tutorial can be applied to TG v2.2.0 but is made with v3.0.0 and took all of 10 minutes to build from scratch. Here's a sample:



12. cdundePosted: Jun 9th, 2003 - 11:04:25 pm

I just wanted to give you a follow up on the 3rd party importing Addons menu for QuArK 6.4alpha. I have completed the project and made a zip upload to the Yahoo-QuArK group in the files>custom plugins section. happy

I'm getting anxious to see the TG 3.0.0 come out, soon I hope? checkingthenews

Try the download and let me know your thoughts.

cdunde

P.S. Nice to see you here too NerdIII, but we half to stop meeting like this, plp are go'na start talking!

13. BrunoPosted: Jun 10th, 2003 - 1:10:01 am

Det er bare det fedeste
program, jeg nogensinde har set

14. NemModified: Jun 10th, 2003 - 11:55:16 am

Quote:
Try the download and let me know your thoughts.

Hey, can you e-mail it to me? I don't have a Yahoo ID...

15. cdundePosted: Jun 11th, 2003 - 3:07:37 am

No problem, it's on it's way. happy

cdunde

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