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Tim Holt's Forum Posts

Thread Post Date Posted
Building Atlas2 blended terrain? [quote]You can always scale it back up in TSE. More importantly, if that fixes it then it gives me a... read more 07/05/2006 (1:11 pm)
Building Atlas2 blended terrain? [quote] Oh - try turning down your vertical scale. [/quote] But if I do that then I don't have ... read more 07/05/2006 (1:07 pm)
Building Atlas2 blended terrain? Not sure what you mean by 2k5... If you want to give it a try, my .raw file is online at http://w... read more 07/05/2006 (1:06 pm)
Building Atlas2 blended terrain? Ah gotcha... Now if I could only build a chunk file... the "try some numbers, no it crashes, try... read more 07/05/2006 (12:30 pm)
Building Atlas2 blended terrain? I noticed in the wiki example the following... [quote]atlasGenerateTextureTOCFromTiles(1, "terrai... read more 07/05/2006 (11:47 am)
Building Atlas2 blended terrain? No worries - the pains of early release :^) Right now I'm doing everything by hand. Converting D... read more 07/03/2006 (4:37 pm)
Building Atlas2 blended terrain? [quote]Did you read over the example in the atlas2 docs page?[/quote] Yes, but no, but yes... arg... read more 07/03/2006 (4:28 pm)
Building Atlas2 blended terrain? Back to that atlasGenerateBlenderTerrain call... I thought I could figure out what the differen... read more 07/03/2006 (4:15 pm)
Building Atlas2 blended terrain? Gotcha... So it looks like in atlasBlender.cpp in AlasBlender::initialize the 4 textures are hard... read more 07/03/2006 (2:31 pm)
TSE "Milestone 3.5" Update [quote]Debris is rendering. Alpha not happening yet. Gotta add that to procedural shader generation.... read more 07/03/2006 (10:59 am)
New terrain texture blending method (soon a resource) Ben, what's the ETA on Atlas2 release? --- edit --- Note to self, check forums now and then...... read more 07/03/2006 (8:24 am)
Mapping one single texture to an entire Atlas instance? FYI I'm currently adding Parallax shaders for the distant terrain as an option. That will make (esp... read more 06/21/2006 (6:50 pm)
New terrain texture blending method (soon a resource) Cool ok. I want to try adding a parallax-type shader to the distant land so that it has some realis... read more 06/19/2006 (8:47 am)
Now that the awful topic is gone... > T Squared is a troll. Agreed. T Squared starts off making some great points, then he totally ... read more 06/19/2006 (7:41 am)
New terrain texture blending method (soon a resource) Glad you like it. I'm very close to done and want to release it before I get too carried away makin... read more 06/17/2006 (10:54 pm)
New terrain texture blending method (soon a resource) Here's an update picture. [image]http://www.fsl.orst.edu/lemma/gnnviz/images/close_far_texture_... read more 06/16/2006 (6:23 pm)
Mapping one single texture to an entire Atlas instance? Well I managed to kludge something together that works. Here's the sort of "cumulation" of my week ... read more 06/16/2006 (6:20 pm)
New terrain texture blending method (soon a resource) One thing to note. In this image below, there's no blending showing up and the result is kind of pi... read more 06/16/2006 (3:17 pm)
Shaders on Atlas Terrain (continued from previous post) OK! So now that we get how this shader works a bit better, back t... read more 06/16/2006 (2:11 pm)
Shaders on Atlas Terrain Psh - fine! I did it myself and HERE IS THE CODE! :^) [b]How To Add Basic Normal Maps To Atlas T... read more 06/16/2006 (2:10 pm)
Relative paths in-engine [quote] Edit: or are you saying that using ~ in the shapeFile (of the mission definition) expands i... read more 06/16/2006 (1:32 pm)
Now that the awful topic is gone... Please :( More posting about TSE and sharing of ideas and less complaining! It's sad when real... read more 06/16/2006 (12:28 pm)
New terrain texture blending method (soon a resource) Here is a snippet of the pixel shader code that does the merging... [code] // ---------------... read more 06/16/2006 (12:23 pm)
Relative paths in-engine It works in your Mission files, correct? If so, there must be some code in there which is expandin... read more 06/16/2006 (8:26 am)
Shaders on Atlas Terrain OK you shader monkeys :^) I keep finding posts in the "It's easy I did it in 5 minutes!" vein - are ... read more 06/14/2006 (12:37 pm)
Atlas: Texture Generator *Bump* Is this still around (the links don't work) and does it still work at all with the latest ... read more 06/12/2006 (4:05 pm)
Multiple Atlas terrains possible in one map Neo, etc. Interesting - no I haven't ever found those tidbits deep in the bowels of the forums. ... read more 06/10/2006 (9:22 am)
Multiple Atlas terrains possible in one map Stephen, is the idea of paging in (and out) atlas terrain objects at all feasable?... read more 06/09/2006 (9:39 am)
How big of a RAW has anyone completed? Mark, check out my post at http://www.garagegames.com/mg/forums/result.thread.php?qt=45598 about usi... read more 06/09/2006 (8:40 am)
Cruel forest pack teasers in search function... Hmm you can get more if you keep playing with words & phrases in the search engine. It's like pieci... read more 06/06/2006 (1:24 pm)
TSE's FxFoliage Replicator Doesn't Work Networked Glad there's continued interest. It sort of puts the kabosh on my own project right now - at least ... read more 06/06/2006 (11:19 am)
FxFoliageReplicator uses a non-pure randomizer I've actually got a revised version of the foliage replicator that uses the non-random distribution.... read more 05/30/2006 (10:03 pm)
FxFoliageReplicator issues with zero or large numbers of items Here's a picture of how I had to quad-down the foliagereplicator coverage. Each zone on the map has... read more 05/10/2006 (1:13 pm)
How does one draw on Atlas terrain? Vincent, you are the TSE terrain master! Thanks!... read more 05/10/2006 (9:21 am)
FxFoliageReplicator wishlist Basically it works something like this... First, I've got a database of estimated tree counts eve... read more 05/05/2006 (10:15 am)
FxFoliageReplicator wishlist I'll take your 500 trees and raise you 898,460 :^) I managed to get 898,960 trees on a 10x10km ar... read more 05/04/2006 (1:56 pm)
FxFoliageReplicator position calculation - how to override? > So, If I understand, you don't store each Tree/plant position. You store only position for > gro... read more 05/03/2006 (9:56 pm)
FxFoliageReplicator position calculation - how to override? First pass at a "clustering" system... It uses a new item similar to the fxFoliageReplicator, whi... read more 05/03/2006 (1:19 pm)
GenerateChunkFileFromRaw16 problems w/latest PPS It hates me. I nuked the old .chu file (which I'd previously copied over from the old starte... read more 05/02/2006 (6:16 pm)
GenerateChunkFileFromRaw16 problems w/latest PS to this... I had generated the chunk just fine before, and saved the console cmd in a txt file... read more 05/02/2006 (6:10 pm)
TSE's FxFoliage Replicator Doesn't Work Networked Noticed the same thing. So is this a bug in general, or is it a bug in the starter.fps?... read more 05/01/2006 (11:45 pm)
FxFoliageReplicator position calculation - how to override? Gotcha ok, that makes sense. What I had contemplated was a tightly formatted binary or ascii data... read more 05/01/2006 (2:49 pm)
Torque & Trees & Large Scale Some pics of a quick "hack" render I did. It's just the TSE demo with new terrain & a large large n... read more 04/28/2006 (12:16 pm)
TSE and large terrain - new to this, am I on the right track? Another way to summarize what I'm trying to do might be "MMO with lots of trees, only a few players,... read more 04/05/2006 (4:04 pm)
TSE and large terrain - new to this, am I on the right track? Thanks Manoel - as you point out it will take some pretty diverse LOD methods. RE: texture use - ... read more 04/05/2006 (3:47 pm)
TSE and large terrain - new to this, am I on the right track? Followup comment. If you've ever played the great little game called [url=http://www.taleworlds.c... read more 04/04/2006 (12:21 pm)
Steep Parallax Mapping? I'm also interested in this type of approach to handle viewing tree canopy tops from high altitudes ... read more 04/04/2006 (12:19 pm)
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