Good morning Gentlemen,
Yawn, I guess to start with before I ask a few is I seem to be finding bugs I think.
First bug is that I cannot import anything. The box is blank, and I tried to take a print screen to show you and I find that inside L3DT I cannot take screen shots with this latest version. I don't think it is my comp though but I never know.
Second bug is it seems that my ram is getting backed up somehow as if I work for a bit and change the climate and Design map enough it will stop showing the effects or the updated terrain. I then have to restart my comp to clear the ram out. I have a gig of ram on my comp, with about 256 megs allocated to my sound fonts and it may well be a conflict with my music sound fonts on my cpu maybe? I haven't had the time to test this on my 64 bit comp as I am still waiting for a bigger power supply since the one I had was to small to run my new system
and it has a gig as well of ram to see if it still does it with basically no sound fonts on it other then the default at 4 megs. and it may have nothing to do at all with that, but thought I might volunteer a possibility. Is any one else having that trouble? or just me? I have spent many hours this weekend with it testing stuff, textures that I took this week and messing with stuff, and I can't figure out if it is me or the program. But it does not do anything weired when I am doing other stuff on the comp so I suspect L3DT. Sorry Aaron I hope it isn't a biggy and it does work /chuckles. I can't keep my hands of your program as I love it more then actual video games. I play L3DT, my programmer plays games hahahahahahaha.....
OK, to get back to the post now, yawn second cup of coffee/JAVA this morning, almost awake..
Aaron wrote:
I plan to have a nice hover-box to display the pixel info in some future release, but for now you can just double-click on the design-map pixel to get the exact values. As for viewing the climate info (eg land types &c) from the design map view; I don't think so, it would be very messy. Maybe in the future.
COOL COOL, thanks a bunch bro and thanks for the info by double clicking on the square, I didn't think of that trick, doh
Aaron wrote:
The current design-map system doesn't give you very fine control over the final terrain, since it was originally intended to make huge maps where fine control would be too much to handle. Consequently, there is a limit to how small a change you can make. Finer manual control over the design map is on my to-do list.
Ah, I see, yes making very huge terrains is very important, and yes yes a brush size like in photo shop would be the bomb to get very fine detail, zoom in get a finer brush and get those very KEWL terrains or effects done.
Aaron wrote:
Roads are already on the to-do list.
COOL
Cool, Cool, well after working and messing with terrains and textures I have come up with a new terrain for my art gallery that I intend to have as the new world before we release it. We almost got it finished, then decided I wanted it in a shader engine and I wanted more control over terrain then I had in the old engine. So we are rebuilding it on the fly, /chuckles and we done it so many times now that changing engines isn't that big a deal now hahahaha, so we should still have the mesh all done in the next 2 months tops and hopefully have all the code as well to go live, we hope and we are only 2 guys who get side tracked allot as well ROTFL. anyway here are a few to see and a couple of links to click on.
Then links to show you some features I found with the textures....
A close up look at the textures I am working with, still a bit more of tweaking to do to it, but all in all I am getting happy with what I am getting now. Dang I love this climate editor dude.
http://www.theatomizer.com/postedImages/VG1cwWater14.jpg
A good shot of the Volcano of yours using the large setting. It will be great when we can effect the volcano more with that brush size issue, and excited about it when you do finish that aspect of the editor.
http://www.theatomizer.com/postedImages/VG1cwWater8.jpg
Set at 10 miles for this zone wish will get split up some with zones you get the idea of the buildings and bridges that will span over the water to get from one area to another. My programmer is going to convert the viewer I think soon to C and we will keep you posted on that. I finally got him into looking at the pascal code. He says it shouldn't be to hard to do and he is kinda curious as I have given him my wish list, one of them is reflect map on the water would be very sweet. No eta on that yet, will get back on that one but we looking at it now some anyway. We still need to get the 2 projects done and on to the next before we get deep into it. somewhere during getting DeathLords finished I am thinking.
http://www.theatomizer.com/postedImages/VG1cwWater9.jpg
and finally we have just another shot to show texture. When I am satisfied with what I have, I will make a
ATOMIX (special) climate for peeps to download with all the new textures I have been shooting from the klamath area. Well most of them are, some I made up out on my head hahahahahahahaha.............the trick is can you tell which ones are mine and which ones are photo's.....hum, maybe make a contest with that one ROTFL, ok just kidding kids. Should look sweet when we get all the forests, trees, bushes, grass, buildings, bridges and so on in the next couple of months, can't wait going to be a hoot.
DeathTwister
aka Maylock