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 Post subject: Landscape Editor [not finished]
PostPosted: Mon Jan 20, 2014 10:17 am 

Joined: Fri Sep 20, 2013 10:16 am
Posts: 15
Hey guys.
After I decided to give this project a rest soon. I thought I should show what I did so far.
This Project is made with OGRE and PolyVox.

By start I generate a heightmap and set the Voxels to the specified height.

Attachment:
File comment: Four different views in the World
ViewCombi.jpg
ViewCombi.jpg [ 180.67 KiB | Viewed 8747 times ]


Then you are free to fly around, use the tools to Add/Delete/Colour your environment. Therefore I have some regular shapes (Cube, Sphere, Pillar).
For more custom Objects I have a Subeditor to build something special and export it to the world.

Attachment:
File comment: Editor for own Shape modelling
SubEditor.jpg
SubEditor.jpg [ 222 KiB | Viewed 8747 times ]


At the moment there is no smoothing at any point! So either you have a density of 255 or 0.
Smoothing things out is my next Point to do and maybe using Textures :D

Hope you enjoy this
Greetings


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 Post subject: Re: Landscape Editor [not finished]
PostPosted: Tue Jan 21, 2014 4:07 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Very nice, it's always good to see what people come up with. Even without the smoothing I think you can make some nice images if you make the faceted appearance part of the game's visual style.

The bottom two images show some variation in colour which is apparently not due to texturing... I guess you are writing the colors into the voxels? Or is it a shader effect? Looks pretty funky anyway :-)


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 Post subject: Re: Landscape Editor [not finished]
PostPosted: Tue Jan 21, 2014 5:25 pm 

Joined: Fri Sep 20, 2013 10:16 am
Posts: 15
You are right, I kind of write the colours into the voxels.
I write an index between 0 and 216 and take from a table with the 8bit colour values the right one for each vertex.


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 Post subject: Re: Landscape Editor [not finished]
PostPosted: Thu Feb 06, 2014 2:06 pm 

Joined: Fri Sep 20, 2013 10:16 am
Posts: 15
Update:
I changed a few things about my heightmap and added a pathfinding for rivers (seen in the 3rd Picture)
I think I am done with this project. I could do a lot more to improve this one, but then I would have to rewrite my code so it fits my ideas....better start a new one :)
Maybe trying to make a game or stuff ;)


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ViewCollection.jpg
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 Post subject: Re: Landscape Editor [not finished]
PostPosted: Mon Feb 10, 2014 9:14 am 
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Still looking good... so what did you do with the river? It appears to meander quite naturally. I guess this was not done in PolyVox as such, but you have an external tool which computes the heightmap and rivers and then imports it into PolyVox?


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 Post subject: Re: Landscape Editor [not finished]
PostPosted: Mon Feb 10, 2014 11:57 am 

Joined: Fri Sep 20, 2013 10:16 am
Posts: 15
The complete Heightmap is created with Midpoint-Displacement.(https://code.google.com/p/fractalterrai ... splacement)
It is a fun and easy algorithm to use.
If you expand the algorithm to the RGB values you have a lot of diversity by weighting the three channels. I used Red for Mountains, Green for Hills and Blue for Rocks.
Then I create huge lakes in it by looking at the values and decide if it is above water or below or if it would make sense if there is water.
Then I extract the shape of the lakes with seam tracking and clear out circles/odd shapes etc.
It takes only about 0.7 sec to generate this two maps.

After that creating the landscape with Voxels and carving in the Rivers.

Sometimes there is a bug that the river ends for a few meters and continues afterwards :D


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 Post subject: Re: Landscape Editor [not finished]
PostPosted: Tue Feb 11, 2014 8:30 pm 
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Thanks for the tips - maybe I will try something similar for one of the examples in Cubiquity :-)


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