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Terrain Macro Texture Source

by Adam Armstrong · 03/22/2013 (3:21 pm) · 7 comments

Edit: Created a new branch for the modifications.

Here's the source to the terrain texture modifications I posted earlier about here: www.garagegames.com/community/blogs/view/22194. I'm new to Git, and I'm dubious that I've set this up properly at this point. Hopefully people will be able to get their hands on the changes I've made and play around with them. The development fork is at:

github.com/xoltan/Torque3D/tree/terrainmacro - Make sure to grab the terrainmacro branch.

The files I've updated are in the engine source and two files for the terrain painter dialog and a script file in each of the templates. Grab the fork, compile the engine, create a new project from a template, start a new level, go to terrain painting mode in the world editor, and double click a terrain material. There is a screen shot of the interface changes in the previous post.

If this is working correctly and is useful, I suppose the next step would be a pull request? At any rate, enjoy.


#1
03/22/2013 (3:25 pm)
taking a look now :-)
#2
03/22/2013 (5:18 pm)
Adam,

I am checking them out as well. Thanks for contributing! I know (from personal experience GIT can be a pain in the ass). I will run some benchmarks, and see where things stand. If all is good, I will push to have this added to the master. I really LOVE the idea.

Ron
#3
03/22/2013 (5:53 pm)
I really think this adds a lot to the look of the engine. Very impressed.

I still prefer SVN over GIT. And as I continue to use GIT at work now I still think its awkward and feels under developed compared to SVN, which to me seemed to be really smooth to use after a short time.
#4
03/22/2013 (10:36 pm)
Nice work!

@Edward Smith : In the same situation as well. It's really awkward, especially when you are working with other developers.
#5
03/26/2013 (8:01 am)
Awesome idea - really helpful for the rest of us programmer/artists....

As for the version control system - flexibility is the key. For the user! Learn the limitations and strengths of the system you use and work within them; you'll get comfortable with a variety of systems this way and you'll work more efficiently. If you think Git is weird, try Star Team....
#6
03/27/2013 (8:27 am)
At first I was reluctant to use Git, but over time I've come to like it. For a "team" were everyone involved has write permission SVN may seem easier -- but only seemingly since GIT is just different. But for managing contributions from a large diverse community, it handles merges and branches for more easily and flexibly than SVN.

Quote:
If this is working correctly and is useful, I suppose the next step would be a pull request?
The only issue I see offhand is that your changes were committed directly to your development branch. For a clean and proper pull request your changes would need to be on a unique branch that is based from the development branch -- I call them "topic branches". That is a requirement for all pull requests.
#7
03/27/2013 (6:09 pm)
Michael, thanks for pointing that out. I started afresh and did a new diff, which is just as well since there were some changes since I wrote this. I made a new branch this time. Fingers crossed: github.com/xoltan/Torque3D/tree/terrainmacro