Product Chat / March Update - Latest Progress

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Tarkus1971
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Posted: 31st Mar 2017 10:22 Edited at: 31st Mar 2017 10:23
@Lee - how about just a blend with already is on the terrain, transparent on edges and blending into the new terrain you are painting. Also footfall sounds for each terrain texture, like in the ebe. Doable??
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OldFlak
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Posted: 31st Mar 2017 10:28 Edited at: 31st Mar 2017 10:31
Hi all, the issue in Bod's video above is exactly what I get using blend in the editor. It just takes one click in bled mode and the session is toast. When this happens I just use Task Manager to kill the whole show as GG will not recover in usable state.

That said this has been happening for a long time now, so I never use the blend tool in the editor any more, and actually I find it much better to use in test game anyway.

The other thing I always only do in test mode is paint the terrain, but can't seam to work how to do that now. And I also only paint grass in test game, but that no longer does anything either.

The idea of 16 textures is great, but it has taken away the more user friendly way of painting\grassing terrain imo.

It was just so useful to run your game, and add those little touches (sculpting, painting, and adding grass) on the fly. So I really hope these can be added back in.

Reliquia....
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Earthling45
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Posted: 31st Mar 2017 10:32
The GTX cards, 660 and newer have a chip on board for recording and streaming.
This is a lot friendlier for the system and performance than bandicam.
But if you have to use bandicam, use another hdd for recording, not your system disk.

Preben
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Posted: 31st Mar 2017 11:34 Edited at: 31st Mar 2017 11:34
Im working on optimising the new terrain shader , the current status is that its now faster then the 1.41 terrain shader , and i must say the new system open up so many possibilities its a GREAT system , now we just need to find the best way to use it , i got some ideas , "cryengine style" ?

Lee:

Quote: "how I can do bitwise operations in a DirectX 9.0c Pixel Shader 3..0"

I do this when i make shadows in html ( no depth buffers supported ) i do something like this.


You just need to convert it to hlsl , convert all vec to floats (vec4 = float4) and use frac instead of fract. This pack a float bitwise into .x .y .z .w ( 8bits ) just repeat each one to split again into 16 values ( sure change division to match ).

I see what your trying to do , but in the end it will just be to slow , as the only option in the end is to , evaluate and or execute ( same speed ) each and every combination , this will produce way to many samples and/or branches.

Could be done for a few of the slots.

I have another idea , with ALL these textures we have so many options , so a cryengine style could be made, that include a variation map to control it. Im writing some text about how to do this, but perhaps we should do this in another thread as it deserves its own "terrain" thread
best regards Preben Eriksen,
3com
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Posted: 31st Mar 2017 15:45 Edited at: 31st Mar 2017 16:03
Same here with blend tool for awhile, I've never use it. I just have many backups of my maps, specially large ones.
When I'm going to use/try something new or like blend, I've make backup, and try over the copy, if any issue I just lost the copy; it is tedious, but safe.

About bandicam the same here. I always run bandicam before GG. Bandicam eat a lot of cpu resources.

Quote: "Im writing some text about how to do this, but perhaps we should do this in another thread as it deserves its own "terrain" thread"


I must agree with you.
Ive never use crygine, but I see videos here, and it looks amazing. We need some standalone path system.

Edit: I still are forced to run GG from steam, otherwise I get runtime error 0.
It looks like not issue for everybody, for some reason I should be traced out?

I was running previous build, and suddenly I'm out of all betas, and GG was updated to last build 2017-03-29.
Hate when Steam download things, without tell me what they are downloading; yes I can imagine client updates and so on, but I would prefer does not imagine nothing, but be prompted about.

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Belidos
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Posted: 31st Mar 2017 16:40
Quote: "Hate when Steam download things, without tell me what they are downloading; yes I can imagine client updates and so on, but I would prefer does not imagine nothing, but be prompted about. "


Well tell it not to then, it's right there in the steam options lol

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GraPhiX
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Posted: 31st Mar 2017 17:39
Ive been using the new terrain system all day today, its not without its faults don't get me wrong but I think Lee as done a brilliant job its a very good start
you can see my progress here https://forum.game-guru.com/thread/217786
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LeeBamber
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Posted: 31st Mar 2017 19:53
@Bod : Can you send me the FPM of the level in your video. I won't need the entities, just the FPM which will contain the terrain you have. I can then try the same blend operation at the same point in the video and see if I can reproduce. Thanks.
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GraPhiX
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Posted: 31st Mar 2017 20:44
lol lee@thegamecreators.com
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GraPhiX
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Posted: 4th Apr 2017 16:59
hello is there any chance of adding 'mouse tips' when you hover over the terrain selection palette the mouse tips to display the texture name, I find even though they are PNG the thumbnails on the default grasses are black in windows explorer once you select the texture and it loads in the palette you can see it. obviously you have to browse within windows explorer and its a bit difficult when the thumbnail is completely black, this is also the same for the EBE builder so mouse tips would be very useful especially if you have lots of similar textures.

Any custom ones I create do have a proper thumbnail so not sure why some of the stock ones are pure black
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LeeBamber
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Posted: 5th Apr 2017 13:20
@GraPhiX : We are hijacking the alpha channel for the specular, but Windows interprets this as a request to blacken the entire thumbnail. It might be best in the near future to move the specular to its own texture (like we do for Building Editor) so you can view your PNGs in peace.
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GraPhiX
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Posted: 5th Apr 2017 13:37 Edited at: 5th Apr 2017 13:38
Quote: "We are hijacking the alpha channel for the specular"


Thank you for the reply Lee

I assume this is just the PNG's because the specular in my DDS seems to work as normal, I create PNG and DDS of the same texture is this not correct, should I just use PNG now?
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