[SOLVED] World Geometry in Ofusion
syedhs
06-04-2007 12:09:11
Did anyone get this worked? Click menu Ofusion -> Scene -> World Geometry.
I placed terrain.cfg, heightmap.raw, textures and terrain material but there was an error. I cant remember it, but I will produce the error message here once I have got hold of the artist machine.
I even try to simplify the terrain but not having custom material but simply two textures: one big texture to cover the whole terrain and one smaller for detail textures - it still results in the same error. Come to think of it, could it be due to raw heightmap? I dont know whether it is supported or not, but it is not then it could be the reason.
syedhs
06-04-2007 12:19:57
Okay I just got this worked out - this is the power of telling the problem to anybody, and get this solved myself
Obviously raw is not an acceptable format so changing it to png/jpg solves it.
Btw, the terrain is only visible in Ofusion viewport, not in the normal 3dsmax viewport. Is this really what it is, or it is an error from my part?
If truly it is only visible from Ofusion viewport, it would be quite useless because object placement cannot be done properly.
Eldritch
06-04-2007 15:14:55
I found it easier to just apply "Displace" on my mesh in MAX instead of using oFusion/Ogre terrain.
would be nice to be able to take a snapshot of the terrain and make it into a Mesh in max, so you could more easily graft custom areas of interest better against the terrain.
Lioric
06-04-2007 16:44:00
It should be displayed in all viewport, i will review it
syedhs
06-04-2007 19:21:44
Nice, really appreciate it if you can get it fixed asap
syedhs
10-04-2007 07:26:47
Any specific date this can be resolved? Will this be in 2.0 or hotfix?
We already have the terrain.cfg, heightmap and textures and hate them to be imported in 3dsmax as other formats as there are a lot of redundant works. If there is a slight changes in heightmap, then the whole process need to be redone.
Sure this can be done entirely in 3dsmax, but 3dsmax is not the best when it comes to designing terrain.
you can make really nice terrains in max using splines. But the heightmaps for something like PLSM are better for huge terrains because of their LOD.
If your not doing gigantic terrains though, there are some benefits to using splines in that you can easily have overhangs and the meshes created conform to the spline shapes rather than being a grid so often they require far fewer triangles to describe a terrain surface.
Of course you have to model them correctly and to scale from the start if you want to keep the modifier stack and not have to reset Xforms and collapse the stack before export.
Lioric
10-04-2007 16:25:58
I reviewed and this is part of the version 2 feature set, but we can port to your version and provide it in a hotfix (available next week)
syedhs
11-04-2007 10:26:47
Evak,
Okay thanks. I haven't tried your tip but we find it is much faster to design the terrain first & texture splatting in terrain generator s/w, and then have it exported to Max. Maybe we are not using the right tool, but texture splatting is a very tedious process in Max. So does the process of creating the landscape. In the terrain generator s/w, we only need to press the mouse button here and there to generate the shape we want and everyone can do it
syedhs
19-04-2007 13:38:06
I reviewed and this is part of the version 2 feature set, but we can port to your version and provide it in a hotfix (available next week)
How is the progress along? I hope that the hotfix or version 2 will be available this week.
Lioric
20-04-2007 03:14:29
It will be provided in a hotfix
We are currently porting this to your version and we will provide it asap
syedhs
21-04-2007 12:00:40
Great. I will be waiting then.
syedhs
03-05-2007 08:52:20
It has been a while... any update on this Lioric?
Lioric
04-05-2007 02:55:58
Yes, an updated will be provided to you in the next hours
Currently in your version, only "display" will be enabled, any modification methods will be disabled (editing the terrain and exporting a terrain configuration file from the modified terrain mesh)
syedhs
04-05-2007 05:26:52
Okay that's good enough for me, although I dont know you can modify it too in the 3dsmax.
Lioric
05-05-2007 21:18:15
The updated TerrainScene Manager support is available in your account page, this adds support for displaying the terrain world geometry in any max viewport
You need to have the terrain configuration file (.cfg) and all of its resources (heightmap, texture, detail) in the same folder
(Use the "Load WorldGeom file" and "Clear WorldGeom" buttons of the "Scene" settings panel as usual)
Currently support for "worldTexture" property is provided for the terrain texture (not via "CustomMaterialName" property)
syedhs
06-05-2007 02:26:26
Okay, thank you
syedhs
07-05-2007 07:17:09
I dont know if I am missing something obvious, but the artist tried to load terrain.cfg, terrain_detail.jpg & terrain_texture.jpg (as in the Ogre's media sample). It looks fine in Ofusion viewport, but it is a flat terrain if viewed in 3dsmax? Please advise.
Lioric
07-05-2007 15:38:58
Is the value of the terrain height defined in the terrain cfg file?
Is the terrain displayed textured in the max viewports?
syedhs
15-05-2007 17:23:58
Okay I should have replied earlier but I have been busy with other stuffs. Now I am back to this problem:-
Is the value of the terrain height defined in the terrain cfg file?
Yes the value is defined as 'MaxHeight' in terrain.cfg.
Is the terrain displayed textured in the max viewports?
Yes the texture was displayed properly, but it was a flat texture. Again, you can try it yourself using the terrain.cfg, terrain_texture.jpg, terrain_detail.jpg & terrain.png supplied with Ogre distro. But Ofusion does get it displayed lovely.
Lioric
15-05-2007 17:51:21
What version of max are you using?
Could you send me a saved test scene (after setting the world geom)?
syedhs
15-05-2007 18:45:36
It is Max 8.
Okay I will get it sent tomorrow morning (midnite now over here).
syedhs
16-05-2007 12:39:01
Ahh I just found what went wrong. The heightmap was not in the same directory and upon placing it in the proper directory, it just get displayed nice..! My bad
Okay so I will mark this as solved, but one more question: why is it looked properly in Ofusion viewport?
Lioric
16-05-2007 17:07:22
Probably because it was in a folder part of the "resource locations", i will review this
Could you post the directory structure (the relative paths) of where the files were when the heightmap was not loaded?