Huge Terrain Creator (HTC) for TSE
by Vincent BILLET · in Torque Game Engine Advanced · 09/13/2005 (9:40 am) · 214 replies
Huge Terrain Creator (HTC) is a new tool for terrain generation. See my .plan and my announcement. If you have questions about this tool, post messages here.
#203
01/16/2008 (7:35 am)
Even if you make it available for DL here for a couple of weeks there are plenty of us that would be willing to host the file, or files;)
#204
01/18/2008 (3:23 am)
I'm sure the community would be more then happy to continue your work if you are no longer able to.
#206
Off topic: Has anyone tried generating a terrain in HTC and getting it into L3DT's real time editor?
03/19/2008 (11:09 pm)
@Vincent or others, any news on this yet? Even though L3DT is great, I like HTC partially because it reminds me of hex map making for RPGs, and it's quite a bit faster to make rough things.Off topic: Has anyone tried generating a terrain in HTC and getting it into L3DT's real time editor?
#207
03/22/2008 (1:36 pm)
Well the HTC makes a RAW file properly if i remember right....so import that into L3DT and see how it goes, "Should" work:)
#208
I for one would be happy to work on a community project to get the HTC up to a fairly high degree of quality, perhaps even integrating a mission exporter in the process, that would benefit the whole Garage Games community.
03/31/2008 (12:23 pm)
Hopefully we will be able to get the source code to HTC, that is if the Creator does not wish to pursue any further development...I for one would be happy to work on a community project to get the HTC up to a fairly high degree of quality, perhaps even integrating a mission exporter in the process, that would benefit the whole Garage Games community.
#209
HTC for TGEA 1.7 is coming... I Think TGEA 1.7 is now ready to build a good editor. So I'm working on it. I Will ask to good willing people a hand to build an editor near Aurora with TGEA 1.7
04/05/2008 (1:27 am)
HTC For TSE MS3 is now available for Free here : www.dragonheadstudio.com.HTC for TGEA 1.7 is coming... I Think TGEA 1.7 is now ready to build a good editor. So I'm working on it. I Will ask to good willing people a hand to build an editor near Aurora with TGEA 1.7
#210
One thing I think would be very cool, is to set up an HTC-like editor for making GroundCover layers, and/or making an option to assign certain GroundCover elements to certain tiles in HTC.
If you need help porting to TGEA 1.7, I'd be glad to help out some, I'm relatively familiar with the new engine layout.
04/05/2008 (2:34 am)
@Vincent, very awesome of you man. HTC has a lot of potential and releasing it to the community I think is a very good step towards polishing it. I just grabbed the source, going to take a look at it ASAP.One thing I think would be very cool, is to set up an HTC-like editor for making GroundCover layers, and/or making an option to assign certain GroundCover elements to certain tiles in HTC.
If you need help porting to TGEA 1.7, I'd be glad to help out some, I'm relatively familiar with the new engine layout.
#211
04/05/2008 (2:43 am)
Thanks a lot Vincent!
#212
One of the primary things that would help me out with the editor is being able to drag to paint tiles. From what I can see, this could be done by capturing the onMouseDragged event for the main GUI and then figuring out what tile you'd hit as it gets called, and call the function you're using to set the tile. It looks like you'd actually just have to pass the X/Y coordinates to the htcghexmap.getObject() function as the mouse is dragged.
Does anyone else want this sort of improvement? Next thing to do would be to have a "brush" size and use a cursor graphic to show the area it'd hit.
04/05/2008 (2:56 am)
@Vincent, from what I see in your code for the hex tiles in the Map Editor, they are each a GuiBitmapButtonCtrl, and have a function that's called when they presumably receive a MouseUp event. One of the primary things that would help me out with the editor is being able to drag to paint tiles. From what I can see, this could be done by capturing the onMouseDragged event for the main GUI and then figuring out what tile you'd hit as it gets called, and call the function you're using to set the tile. It looks like you'd actually just have to pass the X/Y coordinates to the htcghexmap.getObject() function as the mouse is dragged.
Does anyone else want this sort of improvement? Next thing to do would be to have a "brush" size and use a cursor graphic to show the area it'd hit.
#213
If you are looking for someone to help you port it to TGEA 1.7, I would more than happy to do that...
04/08/2008 (12:54 pm)
Thanks a lot Vincent! I can't wait to get a chance to look at the source code you have...If you are looking for someone to help you port it to TGEA 1.7, I would more than happy to do that...
#214
@Ross I agree, good idea on the drag to paint thing. Same with brush size it's a must.
04/10/2008 (6:56 pm)
Wow Vincent what a nice move. I agree with Ross, I really believe HTC still has a future now with the community able to help you on it.@Ross I agree, good idea on the drag to paint thing. Same with brush size it's a must.
Torque Owner David J Weaver
I Agree, ive been waiting for HTC for years, and i'm not going to pay more money for a 3rd party tool like l3dt when i liked the one I had (too bad i cant even find the demo anymore)