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	<title>L3DT Users' Community</title>
	<link>http://www.bundysoft.com/phpBB2/</link>
	<description>So, what's on your mind?</description>
	<managingEditor>forums@bundysoft.com</managingEditor>
	<webMaster>forums@bundysoft.com</webMaster>
	<lastBuildDate>Wed, 10 Mar 2010 07:50:20 GMT</lastBuildDate>
<item>
	<title>Users' projects :: RE: Vegetation ZeoGraphs</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6917#6917</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=803&quot; target=&quot;_blank&quot;&gt;David Walters&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 9:57 am (GMT 0)&lt;br /&gt;
Topic Replies: 5&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;demi wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;I must have missed this somewhere but I though this project was inactive for awhile.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
I think that Aaron recently mentioned this was an area he was looking into now. I for one am very keen as vegetation is the next thing I want to add to my terrain engine.
&lt;br /&gt;

&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;demi wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Can this data be read from outside L3DT?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Yeah, you can export the output of this graph to any file format that L3DT can write a normal heightfield to and use it in your own code.  
&lt;br /&gt;

&lt;br /&gt;
I haven't though -- I don't have a vegetation renderer in place yet.  
&lt;br /&gt;

&lt;br /&gt;
This is more of a theoretical exercise at this stage, and a demo of some potential things you can do in ZeoGraph.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Help and support :: RE: Torque exporter 'materials.cs' error</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6916#6916</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=1038&quot; target=&quot;_blank&quot;&gt;Zaibatsu&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 3:11 am (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Followed your exact instructions, I was overlooking the fact that although I had chosen the exact folder for the terrain file.
&lt;br /&gt;

&lt;br /&gt;
I had only chosen the project folder for the game and not the game folder.
&lt;br /&gt;

&lt;br /&gt;
Thanks alot for your help aaron.
&lt;br /&gt;

&lt;br /&gt;
This really is a great piece of software !
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Users' projects :: RE: Vegetation ZeoGraphs</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6915#6915</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=11&quot; target=&quot;_blank&quot;&gt;demi&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 12:40 am (GMT 0)&lt;br /&gt;
Topic Replies: 5&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I must have missed this somewhere but I though this project was inactive for awhile. I wonder how this will work with my idea. Can this data be read from outside L3DT?
&lt;/span&gt;&lt;br /&gt;
</description>
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	<title>Help and support :: RE: Mixing climates</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6914#6914</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=2&quot; target=&quot;_blank&quot;&gt;aaron&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 9:17 pm (GMT 0)&lt;br /&gt;
Topic Replies: 3&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi LoneDwarf,
&lt;br /&gt;

&lt;br /&gt;
The land types in the 'artificial' climate are intended to be only used with the manual texture / attributes map painting brushes (&lt;a href=&quot;http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:roads&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;see roads tutorial for example&lt;/a&gt;). They have no distribution parameters because these land types (e.g. concrete, bricks) don't exist in nature; they exist only where people put them.
&lt;br /&gt;

&lt;br /&gt;
Best regards,
&lt;br /&gt;
Aaron.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Help and support :: RE: Torque exporter 'materials.cs' error</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6913#6913</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=2&quot; target=&quot;_blank&quot;&gt;aaron&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 8:32 pm (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi Zaibatsu,
&lt;br /&gt;

&lt;br /&gt;
This error occurs when your game project's 'materials.cs' file is already open in another program (T3D or another editor?), or when the directory into which it is to be written does not yet exist. 
&lt;br /&gt;

&lt;br /&gt;
The materials.cs file is written into the '\art\terrains' folder within your game directory. Does this directory exist in your project?
&lt;br /&gt;

&lt;br /&gt;
For reference, with the FPS example the full path to this folder is:
&lt;br /&gt;

&lt;br /&gt;
C:\Torque\Torque 3D 2009 SDK 1.0\Examples\FPS Example\game\art\terrains
&lt;br /&gt;

&lt;br /&gt;
Best regards,
&lt;br /&gt;
Aaron.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Help and support :: Torque exporter 'materials.cs' error</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6912#6912</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=1038&quot; target=&quot;_blank&quot;&gt;Zaibatsu&lt;/a&gt;&lt;br /&gt;
Subject: Torque exporter 'materials.cs' error&lt;br /&gt;
Posted: Mon Mar 08, 2010 2:15 pm (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi , I've seem to got the jist of creating the maps, but I appear to be receiving errors when exporting to torque 3D
&lt;br /&gt;

&lt;br /&gt;
L3DTio_TorqueTER::SaveMaterialCS error:
&lt;br /&gt;
 - cannot open file for writing
&lt;br /&gt;

&lt;br /&gt;
L3DTio_TorqueTER::ExportTER7 error:
&lt;br /&gt;
 - cannot save material CS
&lt;br /&gt;

&lt;br /&gt;
L3DTio_TorqueTER::ExtExportTer7UI error:
&lt;br /&gt;
 - TER export failed
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
Any help would be greatly appreciated.
&lt;br /&gt;

&lt;br /&gt;
Thanks
&lt;/span&gt;&lt;br /&gt;
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</item>
<item>
	<title>Feature requests :: RE: ZeoGraph requests</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6911#6911</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=803&quot; target=&quot;_blank&quot;&gt;David Walters&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 12:48 pm (GMT 0)&lt;br /&gt;
Topic Replies: 22&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Telarus wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;
&lt;br /&gt;
Hi David,
&lt;br /&gt;

&lt;br /&gt;
I've been following your posts about the graph editor, great stuff. I managed the RGB height display hack myself (with a good tip from Aaron). In polygon render mode Sapphire uses a small .png file  as a custom RGB heightscale [It's in C:\Users\_UserName\L3DT\resources\Pro 2.8.0.7\Sapphire\elev.png  -- This is also where the land and water surface detail maps are.]. It's default size is 20x128px, but it can go as big as you want. This gives the Green-&amp;gt;Tan and Blue-&amp;gt;Black of the heightfield and seafloor.
&lt;br /&gt;

&lt;br /&gt;
Hope that helps.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Thanks, but sorry that's not quite what I need &lt;img src=&quot;http://www.bundysoft.com/phpBB2/images/smiles/icon_sad.gif&quot; alt=&quot;Sad&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;

&lt;br /&gt;
My post was a bit misleading though. What I meant is to generate an RGB texture from all points of a heightfield - to essentially create the same RGB image as you get when you view it in the main L3DT window.
&lt;br /&gt;

&lt;br /&gt;
Using the word 'heightfield' is a bit misleading here - it's really a &amp;quot;density field&amp;quot; I'm trying to look at.  I wanted to see if dense bits appear where they should. Currently you can't turn a field back into an image for use in Saphirre.
&lt;br /&gt;

&lt;br /&gt;
It's kind of a luxury feature really -- you can use export to make this work via disk
&lt;/span&gt;&lt;br /&gt;
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</item>
<item>
	<title>Users' projects :: RE: Vegetation ZeoGraphs</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6909#6909</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=803&quot; target=&quot;_blank&quot;&gt;David Walters&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 9:34 am (GMT 0)&lt;br /&gt;
Topic Replies: 5&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Telarus wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Awesome stuff.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Thanks, it's fun to put these together  &lt;img src=&quot;http://www.bundysoft.com/phpBB2/images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;   
&lt;br /&gt;

&lt;br /&gt;
I'm half expecting (and hoping) this particular example will be redundant soon, when Aaron comes along with a better thought out system incorporating type assignments -- I'm glad that my example is helping to drum up a bit of support though.
&lt;br /&gt;

&lt;br /&gt;
I also thought this morning that maybe you could make a different graph for underwater plants like kelp and such - probably I'd just use the Salinity map directly instead of inverting it. You'd need a bit of a modulation on water depth too, to keep it out of the shallows.
&lt;/span&gt;&lt;br /&gt;
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</item>
<item>
	<title>Feature requests :: RE: ZeoGraph requests</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6908#6908</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=803&quot; target=&quot;_blank&quot;&gt;David Walters&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 9:28 am (GMT 0)&lt;br /&gt;
Topic Replies: 22&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;aaron wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;In Sapphire, that option is in the menu at '&lt;span style=&quot;font-style: italic&quot;&gt;Options-&amp;gt;Terrain-&amp;gt;Select texture&lt;/span&gt;'.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
heh, whoops  &lt;img src=&quot;http://www.bundysoft.com/phpBB2/images/smiles/icon_redface.gif&quot; alt=&quot;Embarassed&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
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</item>
<item>
	<title>Feature requests :: RE: ZeoGraph requests</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6907#6907</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=2&quot; target=&quot;_blank&quot;&gt;aaron&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 11:20 pm (GMT 0)&lt;br /&gt;
Topic Replies: 22&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi David,
&lt;br /&gt;

&lt;br /&gt;
Thanks again for your feedback and suggestions. I'll have a bit more of a think about them, and post back soon.
&lt;br /&gt;

&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;
&lt;br /&gt;
4a. A more elaborate request would be to allow Saphirre to choose from all available RGB maps in a project for use as terrain texture.
&lt;br /&gt;
&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
In Sapphire, that option is in the menu at '&lt;span style=&quot;font-style: italic&quot;&gt;Options-&amp;gt;Terrain-&amp;gt;Select texture&lt;/span&gt;'.
&lt;br /&gt;

&lt;br /&gt;
Cheers,
&lt;br /&gt;
Aaron.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Feature requests :: RE: ZeoGraph requests</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6906#6906</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=833&quot; target=&quot;_blank&quot;&gt;Telarus&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 8:58 pm (GMT 0)&lt;br /&gt;
Topic Replies: 22&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;David Walters wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;
&lt;br /&gt;
4. &lt;span style=&quot;font-weight: bold&quot;&gt;Height to RGB filter&lt;/span&gt;
&lt;br /&gt;
I'd like to be able to visualise the maps I create in Saphirre - I think one way to do this would be the ability to overwrite the texture map with an RGB conversion of a heightfield. A simple greyscale palette from min to max altitude would be perfect - especially as this would probably be in the 0,1 range for the work I'm doing.
&lt;br /&gt;

&lt;br /&gt;
4a. A more elaborate request would be to allow Saphirre to choose from all available RGB maps in a project for use as terrain texture. Either for custom maps output from ZeoGraph, or to visualise things like the specular map or lightmap in isolation.
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
Again, thanks for the support. The stuff you've added so far has really helped.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Hi David,
&lt;br /&gt;

&lt;br /&gt;
I've been following your posts about the graph editor, great stuff. I managed the RGB height display hack myself (with a good tip from Aaron). In polygon render mode Sapphire uses a small .png file  as a custom RGB heightscale [It's in C:\Users\_UserName\L3DT\resources\Pro 2.8.0.7\Sapphire\elev.png  -- This is also where the land and water surface detail maps are.]. It's default size is 20x128px, but it can go as big as you want. This gives the Green-&amp;gt;Tan and Blue-&amp;gt;Black of the heightfield and seafloor.
&lt;br /&gt;

&lt;br /&gt;
Hope that helps.
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>Users' projects :: RE: Vegetation ZeoGraphs</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6905#6905</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=833&quot; target=&quot;_blank&quot;&gt;Telarus&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 8:54 pm (GMT 0)&lt;br /&gt;
Topic Replies: 5&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Awesome stuff.
&lt;/span&gt;&lt;br /&gt;
</description>
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<item>
	<title>Help and support :: RE: Mixing climates</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6904#6904</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=1037&quot; target=&quot;_blank&quot;&gt;LoneDwarf&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 5:12 pm (GMT 0)&lt;br /&gt;
Topic Replies: 3&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Looking at the Artificial climate I see that it basically has all the values in it to zero or none.  So I guess it's really just a template of some sort.
&lt;br /&gt;

&lt;br /&gt;
Sorry for the interruption, carry on...
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Help and support :: RE: Mixing climates</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6903#6903</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=1037&quot; target=&quot;_blank&quot;&gt;LoneDwarf&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 4:33 pm (GMT 0)&lt;br /&gt;
Topic Replies: 3&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I did some more tests.  It seems that only the Artificial climate has this issue. I get blending between Arctic, Desert, Temperate and Spring Mars.  I know it's called Artificial but is this intended behavior?
&lt;/span&gt;&lt;br /&gt;
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	<title>Help and support :: Mixing climates</title>
	<link>http://www.bundysoft.com/phpBB2/viewtopic.php?p=6902#6902</link>
	<description>Author: &lt;a href=&quot;http://www.bundysoft.com/phpBB2/profile.php?mode=viewprofile&amp;u=1037&quot; target=&quot;_blank&quot;&gt;LoneDwarf&lt;/a&gt;&lt;br /&gt;
Subject: Mixing climates&lt;br /&gt;
Posted: Sun Mar 07, 2010 3:41 pm (GMT 0)&lt;br /&gt;
Topic Replies: 3&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I noticed in the 'Designing a Fjord' tutorial that the arctic climate was painted on top of the mountains.  I have tried taking the artificial climate and putting some arctic in it as a test.  With this test I can see where the two climates meet as if there is no blending at all.
&lt;/span&gt;&lt;br /&gt;
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