Product Chat / new work from lee

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GraPhiX
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Posted: 9th May 2017 10:04
Thanks guys, I think I already had the understanding correct I just wanted confirmation, will post test results videos here once I have built my 'fake' terrain
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GraPhiX
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Posted: 9th May 2017 10:55
ok I have a little success albeit very rudimentary lol, I have basic hills and water what do you think? is it worth me pursuing this?

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Belidos
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Posted: 9th May 2017 11:36
Very interesting.

Not sure if you know, but Blender has a built in landscape generator, if you go to file > user preferences > add-ons and type landscape in the search box you will find an addon you can switch on, this now auto generates landscape from a selection under the same menu as you use to add meshes.

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GraPhiX
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Posted: 9th May 2017 12:19
yeah I know Blender as some great tools, I just don't know how to use it properly yet
I am doing as much as I can in Sketchup I think it is the ideal program to learn basic modelling I am creating these terrains with the sketchup sandbox, I just have to learn how to smooth and texture properly, my textures need work but this gives you an idea

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Belidos
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Posted: 9th May 2017 12:34
If you ever want some one to one help with Blender i'm always willing to help out, i have a private TeamSpeak server we cold chat over if you like, just shoot me a message and i'll PM you the details, i can't guarantee my advice will be perfect, but i know my way round blender enough to help new users.

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GraPhiX
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Posted: 9th May 2017 12:48
thank you, I will take you up on that offer will PM you when I have some time, in the meantime if you get chance please try it in Blender for me, it would be very interesting to see what more experienced modellers could achieve.

I have used GG default textures with mine but had to remove alpha from Grass_D.png then I exported it as a new grass texture.

see what you can come up with the size I used was 100m x 100m and 100m x 50m for the hills
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DVader
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Posted: 9th May 2017 14:23
Quote: "it doesn't make a lot of difference when a terrain is smaller in GG"

From my experience it can actually run slower in GG if you reduce the terrain size. Not to mention the terrain breakup/glitches that happen if you mess with it If you can get away with it you will always get a way better performance simply disabling it altogether. Making terrain chunks that piece together would be the best bet for getting a speed boost and maintaining a decent cull rate on distant/hidden scenery.


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GraPhiX
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Posted: 9th May 2017 14:37
I think it would be nice to have the terrain editor as a separate option just like the ebe once you have created your terrain then place it in the main viewport,
this would give us a drastic speed boost, we would only create what we need for our levels.

I think it is time to think about de-coupling the terrain maybe with an advanced option so that new users can continue with what we have but the more experienced able to create whatever size type of terrain they actually need if any.

I'm sure it would be very easy to de-couple it from the main editor window and have it as a separate option.
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Honkeyboy
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Posted: 9th May 2017 15:37
Trust you guys to send me off on a new test mission Ok i gave the blender landscape tool a bash and its really easy to use apart from the texturing which i still haven't got quite right nm :/ so made a big chunk of terrain in blender imported it into GG covers about a quarter of the GG map, put a few trees on for effect and dropped the flat areas just below the water level. It actually works quite well 30-50 fps but i didn't mess with the settings too much draw calls we're not too high but i still have water etc etc on the level, will have a bash at making the textures better but it actually looked pretty nice

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GraPhiX
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Posted: 9th May 2017 15:40
LOL thank you Honkeyboy that does look really nice, with a bit of work smoothing etc.. it would look awesome
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Honkeyboy
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Posted: 9th May 2017 15:45 Edited at: 9th May 2017 15:46
Makes me think though it'd be really nice to have a height map selection slider for the random terrain so we could generate similar maps within GG itself, would save hours of dragging areas up to the heights we need. Sometimes when map building that's nearly the longest part.
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LeeBamber
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Posted: 9th May 2017 15:57
@Honkeyboy : It's on the voting board called "Terrain Importer Maker". With some good shots from terrain height map generator tools, it might gain popularity
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GraPhiX
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Posted: 9th May 2017 16:06
LOL possibly caves n stuff

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DVader
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Posted: 10th May 2017 06:00
@ Honkeyboy. The poly-count on your object is much, much lower than the actual terrain there and probably a lower draw call count as well. You will always get a faster performance with the terrain turned off


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Honkeyboy
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Posted: 10th May 2017 15:15
@ Lee ahh thanks m8 think it might be a while for others to see how useful that maybe so will plod on with this method for now i managed to do a map that covers the whole GG map area, with about the same counts. @ DVadar yeah get you m8 same as indoor maps. My thinking here was that you could maybe create maps that tile with winzones on the edges of the GG map area so it would give the sort of seamless effect, but you lose the grass so it'd need pretty sweetly textured and some very well placed plants to get it just right. Still i'll keep playing
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GraPhiX
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Posted: 10th May 2017 15:29 Edited at: 10th May 2017 15:31
i have changed my vote to terrain import maker, i believe short term this would give more speed boost to GG.

sorry to have planted this seed but i think the benefits could be huge

I still believe the terrain should be separated so we have a default view with an empty world.
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Gtox
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Posted: 10th May 2017 17:00
@Graphix - it's a tricky one, as the rendering engine will take ages to do, but the terrain importer should be quick (Preben's already managed it), but I think the votes will go to the rendering engine.
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GraPhiX
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Posted: 10th May 2017 17:07 Edited at: 10th May 2017 17:10
Quote: " (Preben's already managed it)"


yeah he is also working hard on the water stuff too, people still voted for water stuff though, rendering engine does need an overall and I'm sure we would get some candy and boosts but like you say its 6 months plus, we could get an immediate boost with the terrain options and like you say turn around would be a lot quicker.

just think of all those lovely terrains that some of this community could come up with while waiting the 6 months for the rendering updates
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Honkeyboy
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Posted: 10th May 2017 18:19 Edited at: 10th May 2017 18:19
Yeah think i agree with Graphix here if its a quick job it'd be really handy to have, to instantly be able to set the height of a random map, then push a button and bing you have only only leaves cutting your roads/paths etc. So if it is going to be a quickish job it'll get my vote this time too
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GraPhiX
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Posted: 10th May 2017 20:25
Quote: "So if it is going to be a quickish job it'll get my vote this time too"


Thank you Honkeyboy

UK general elections soon I'm thinking of creating TIP (Terrain Independence Party) was going to be Terrain Independence Team but the acronym was a bit wrong LMAO :0

so I might do a few terrains and start a TIP fellowship :0 want to join ?
if you already have some terrains start a new post with [TIP] in the subject and post some lovely pics :0
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MXS
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Posted: 11th May 2017 08:32
I for one have to say DX12 is a bad idea right now. Not everyone has windows 10 so DX11 will be a safe point.
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DVader
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Posted: 11th May 2017 15:03
Quote: "I for one have to say DX12 is a bad idea right now. Not everyone has windows 10 so DX11 will be a safe point."


I would agree. You don't want to limit your user base too much. Although DX12 does sound pretty nice Vulcan could be a possibility as well I imagine and is more cross platform ready as well, but probably unlikely.


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GraPhiX
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Posted: 11th May 2017 15:19
Quote: "So, DX12. From what I have researched the main advantage of DX12 is that it can be much more efficient on the CPU, by stripping away most of the driver and giving direct access to the hardware. It's Windows 10[u] only though, so most (or all?) existing titles add DX12 in addition to DX11 support, as otherwise you're cutting your customer base. That doubles up your work though each time you add a new graphics feature, so personally I think DX11-only is the way to go for now.
[b]"


there is very little difference in DX11 and DX12 the main advantage is the direct hardware addressing so yes 11 would be preferable to keep the cuurent user base (DX9 cards also work with DX11 you just don't get the extra features of DX11)
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GraPhiX
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Posted: 11th May 2017 15:24
Please note all this was conjecture, Lee may have other plans, I just researched DX11 this is not to say this is what Lee is planning, this was my personal research into the possibility.

The votes for Engine overall I hope were not swayed by this thread or content because Lee has never mentioned anything on what the engine overall was, this thread should not be taken in the context that Lee is planning a DX11 upgrade !
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GraPhiX
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Posted: 22nd May 2017 17:23
Hi Guys,

I'm still messing with 'Terrain Entity' here is what I have done so far, comments, criticism welcome, please bear in mind all of this was done in sketchup I am no modelling expert and learning as I go along this is based on where I live.

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Earthling45
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Posted: 22nd May 2017 21:34
Sorry, no critisism, only compliments on your exelent work

It looks great!

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