Product Chat / Heightmaps & GGX

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Petr Surtr
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Posted: 4th Jun 2020 20:01
https://www.world-creator.com/

It has compatibility with almost all game engines, but I don't see Gameguru.
It is a procedural terrain generation standalone software, and it's possible to export heightmaps: in september GGX release, will it be possible to directly import heightmaps, or still it will be necessary to use the heightmaps2Gameguru middleware?

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LeeBamber
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Posted: 4th Jun 2020 22:56
A good question, we have it on our roadmap to be able to import a heightmap as part of your terrain editing options, but we are keeping an eye on the clock for a September release so that feature might slip into a future update. I have played with a few terrain heightmap creators so far and I think it's a great idea to complement your terrain creation with outside tools.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

JC LEON
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Posted: 4th Jun 2020 23:06
Quote: "A good question, we have it on our roadmap to be able to import a heightmap as part of your terrain editing options, but we are keeping an eye on the clock for a September release so that feature might slip into a future update. I have played with a few terrain heightmap creators so far and I think it's a great idea to complement your terrain creation with outside tools."


Lee----- dont joke with us..heightmap importing is a basic feature for every engine atm.. and your words about a "future update" in TGC language means "it will never happn"..so really....dont joke iwth us and give GGMax the oppoertuinty to be a real engine competitor
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Monkey Frog
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Posted: 4th Jun 2020 23:17
Would it be possible, in the future (and not necessarily by September) to allow for a mesh to be imported as a terrain in GameGuru MAX? For example, what if I were to use a program like Blender or ZBrush to sculpt a custom mesh ... just the geometry, not textures. Could this be imported as a GameGuru MAX terrain, have MAX split it up for LODs, and also allow the end-user to paint textures/materials on it?
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synchromesh
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Posted: 4th Jun 2020 23:32
Quote: "in TGC language means "it will never happn"..so really....dont joke iwth us and give GGMax the oppoertuinty to be a real engine competitor"

If they cant get it in by the September it will be later no matter what way you look at it.
Personally right now I think its cutting it fine to even get the basics in by September
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3com
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Posted: 5th Jun 2020 12:37
GG was done firstly with the idea of "easy game maker", and at least for me, "easy game maker" doesn't cover advanced game developers tools, if it does, so it was not an easy game maker. The world already suggests the basics, nor the advanced one.
So, now takes that code and converts it in "all is doable here" is not an easy task. We all should read something about how to build a game engine.

A lot of engines involves many advanced features out there, but how many of them are easy game maker?

And about GGMax, yes it is nice tool to be included in the further build.
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Monkey Frog
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Posted: 5th Jun 2020 13:27
Quote: "GG was done firstly with the idea of "easy game maker", and at least for me, "easy game maker" doesn't cover advanced game developers tools, if it does, so it was not an easy game maker."


Have to disagree with this. The idea of an "easy game maker" is that it enables people to make games easily. That has nothing to do with whether the game maker has advanced features or not. Frankly, when it comes to game creation, it's all "advanced", whether it's a 2D game or a 3D game ... the amount of knowledge you need to acquire is pretty incredible, when you think about it. But the idea of an "easy game maker" is to make it so that it's fairly simple to create these complex things. Thus, the DLCs help by making it easy for those that do not know how to or do not want to create 3D models, UV map them, create textures/materials for them, and don't want to animate them, etc. Likewise, the "easy game maker" tool should allow for a fairly simple way to create all aspects of a game, including a custom GUI, etc. Else, all games made with GameGuru will look the same ... same DLCs, same GUI (because it's standard with GameGuru), etc.

Quote: "So, now takes that code and converts it in "all is doable here" is not an easy task."


Nope. It's not an easy task. However, it is the task at hand (if a company is claiming to make an "easy game maker" (as opposed to an "easy FPS maker", etc.). It's not easy, but it is possible. A lot of what developers do with whatever they develop is to make tools more accessible. With 3D modeling, developers don't try to purposefully over-complicate their software. Instead, they try to make 3D modeling more accessible to more and more people. They don't always succeed because, well, it's not easy. But they try and we've come a long way since the days when you had to code your own 3D models instead of creating them visually. Likewise, a game engine developer can attempt to make the complexity of game creation easier, too, making their engine and, thus, game creation, more accessible. But just because it's not easy to create this sort of thing does not mean developers should not strive to do it.
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Petr Surtr
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Posted: 5th Jun 2020 21:33
@Lee thanks for anwering, glad to hear that it's in your plans, even if I really hope that the feature will already be available in september release
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OldFlak
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Posted: 6th Jun 2020 11:52
The best way to make believable terrain is with properly textured height maps - tools like world creator do a great job of it. MAX has the aim of great terrain and awesome graphics, so good terrain tools are in the expectation bracket. To me height maps done properly is core to its development.

Does Wicked Engine not have any tools in this regard?

As already said, 'add it later' means it won't get added any time soon - more likely never.

Couldn't care less about the dead line - just make MAX great!

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Petr Surtr
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Posted: 6th Jun 2020 13:32
@Lee if can help, this is what World Creator's developer answered me at my question if World Creator might be compatible with Gameguru:

"Hi,

thank you for writing.

every engine that supports heightmaps for terrain (which really should be everyone by now), is supported. We dont save the outcome as a proprietary format, you can save it as png, raw, jpg, GEO-Tiff .. whatever your engine or tool needs.
so .. long story short: Yes it should work"
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Belidos
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Posted: 6th Jun 2020 14:00 Edited at: 6th Jun 2020 14:03
Petr, that's information we already know, we can already use height maps in gameguru perfectly well, you just need to either manually edit it into the FPM map file, or use a third party tool like HM2GG. Would be nice to have it integrated into gameguru do we don't have to use third party software though.

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synchromesh
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Posted: 6th Jun 2020 17:42 Edited at: 6th Jun 2020 21:22
Quote: "As already said, 'add it later' means it won't get added any time soon - more likely never."

Well you have to be realistic, We will be lucky to get most of the default stuff by September. and now OpenXR has been added to the mix. Better Lee says no to nothing definite as he has been or we will wander off to You said this , you said that again. Its being considered is probably a better way of thinking about it.
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Petr Surtr
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Posted: 6th Jun 2020 19:17
Belidos, thanks, I know, but would be far better to can do it directly.
However, if you have time and will, can you please explain me how to edit it manually in the fpm map file?
And where do I find HM2GG?
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Belidos
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Posted: 6th Jun 2020 22:35
I haven't a clue, never tried. Might map to gameguru is a third party software made by a community member, you should find a thread about it in third party tools on the forum.

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Petr Surtr
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Posted: 7th Jun 2020 07:29
Ok thanks. However better if the feature will be integrated directly in the engine
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OldFlak
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Posted: 7th Jun 2020 09:28 Edited at: 7th Jun 2020 09:52
Quote: " now OpenXR has been added to the mix"

I was under the impression MAX already had VR...

Quote: "Well you have to be realistic"

Realistically would it not better to work on the two core features touted for fist release - good graphics and good terrain. Rather than using valuable time on 'features' most MAX users won't even use anyway.

Not trying to be difficult here, but this just the same way Classic went, add stuff - but don't finish it off - we can come back later and finish it properly. And of course tomorrow never comes.

If you going to do MAX right this time, then add features and finish them before going to the next step.

OldFlak....
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synchromesh
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Posted: 7th Jun 2020 10:57 Edited at: 7th Jun 2020 10:57
Quote: "I was under the impression MAX already had VR..."

Mixed Reality yes but all that will probably need to be ripped out for OpenXR to be implemented.

Quote: "Realistically would it not better to work on the two core features touted for fist release - good graphics and good terrain. "

That's exactly what they are doing but Heightmap importation is still an additional tool. I am just remarking on the timeline available for September deadline and it probably wont get done. Even a fully functioning OpenXR is optimistic and I voted yes on that. Right now even Wicked is not functioning in the GUI, default terrain still being worked on, So much default stuff still to do.
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Tauren
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Posted: 7th Jun 2020 14:10 Edited at: 7th Jun 2020 14:14
I'm relatively new to the community, and I apologize if I say a little ambiguous thought, however, I agree with OldFlak on some points: even in the best case scenario, VR will use a small number of GG users.
Despite some “boom” in the past years, from the moment of its appearance, VR basically haven’t gone too far.
In my humble opinion, it would be better to pay attention to performance and further usability of the GG (including heightmaps)

I thought and realized that actually this post is addressed more to respected Lee, than respected community members.
I apologize if this post is somehow off-topic.
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synchromesh
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Posted: 7th Jun 2020 15:01
I just want to be able to create environments with the quality of the Cellar demo inside and out.
Any extra toys right now would probably be half baked and rushed so for me its lets get what we know is definite working properly first so there is a stable 64bit Wicked engine to add all these features to.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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