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Vollständige Version anzeigen : Mass/batch heightmap generation


Arklon
22.November2006, 13:53
What I had in mind was a dialog menu where it asked:
- How many heightmaps you want generated
- Size range of heightmaps (like say, 1024-4096, just 1024-1024, or maybe 2048-6144, using seamless heightmap merging to make the higher-than-4096-sized heightmap)
- Output folder
- Output file type (GCS file (mass generation of these would be way faster, but opening them would be way slower), 32-bit RAW, etc.)
- File name prefix (for example, if you put TESTHEIGHT_ for this, the output files would be called TESTHEIGHT_X.ext, where X is the heightmap number and ext is the file type/extension)
- Filters to be used (with the ability to set a random number range for each of the filter's attributes, and operators to control the appearance of certain filters, such as Rand>X, else, and, or, if filter X is used)
- Random noise range (like, randomly from level 1-8, maybe you could make it dependent on the filters if the user chooses so)

Basically, mass procedural terrain generation.

Of course, generating all these would take forever, unless you chose .gcs as the output file type as it's procedural (but it also means that loading them takes a while) and you wouldn't need to generate an image heightmap from it to store it.

cajomi
22.November2006, 14:13
I have just impelmented real world size. The next logical step is to work on coordinates, to be able to put terrains together.
So, what you have in mind, will sureley implemented. But I am still thinking about the way, I will develope it.
I am thinking about something like an arranger window, where such settings can be done. But the arranger should also be able, to mix different terrains with crossfade, and then put them out again as series, with sensful naming.
Also, I am thinking about a own format, may be for the start with an additinal text file for every terrain, where the position, in x,y and z, and the scaling, means the width and the height of the terrain are stored. Using this file, it should be possible, to arrange the terrains in the entire application, like Vue, TG2 (soon coming). And this arraging would be beside each other as well as above each other. You could perform a cut in GeoControl, which produces a new terrain of the cutted area with much more details, and then arrange the terrains above each other.

Arklon
22.November2006, 14:19
Actually, the application I had in mind for this is generating tons of different planets.

cajomi
22.November2006, 17:17
I think, the time will come, but let us take one step other the other.

monks
24.November2006, 14:12
I think before you get to outputting planets it would be wise to implement georeffing. That way your output data can be used in apps such as WorldWind, et al. imo those kind of platforms will only get more numerous and powerful and user friendly.

monks

cajomi
24.November2006, 16:32
It is a bit early for such plans. But may be in Version3 the step will be done to georeffering.

Arklon
4.December2006, 00:54
I think, the time will come, but let us take one step other the other.
Really all I'm just asking for at the moment is just something that runs random terrain generation over and over and stores the results, rather than setting up all the filters and random noise and clicking "generate" by hand hundreds of times. That'll work until a more complex solution can be made.

cajomi
4.December2006, 05:12
just a question: Where do you want to use all the terrains?

Arklon
4.December2006, 19:31
just a question: Where do you want to use all the terrains?
For a game, possibly.

cajomi
5.December2006, 06:22
If you want to use them in a game, you need more than random terrains. They must be prepared for buildings, streets and so on. Often you need a terrain for the surrounding, and one hot spot, where the action plays, with much more details, for close ups.
Also it is very important, what the game software is able to handle.
Version 2 will be developed with a special focus to game developement. It will be some hard work, and many exchange, to get GeoControl fit to the different game engines.
So, keep patient for some weeks, until we start the Alpha phase.

lachsack
5.December2006, 08:39
...Version 2 will be developed with a special focus to game developement.

most wanted (for me): seamless tile sets

cajomi
5.December2006, 08:44
be sure, not only you. The tile sets are basic for games.

Arklon
5.December2006, 19:17
If you want to use them in a game, you need more than random terrains. They must be prepared for buildings, streets and so on. Often you need a terrain for the surrounding, and one hot spot, where the action plays, with much more details, for close ups.
Also it is very important, what the game software is able to handle.
The game could be RTS-like with construction and being able to level out terrain. The game I might be using it for will be persistent world (well, "world" isn't exactly the right term to use), and the terrains will be used, as I said in a previous post, for different planets and other celestial bodies, most of them not touched by humanity.

cajomi
6.December2006, 04:59
I think, I would not use terrains for planets or other celestial bodys, but work with maps and bump.

Arklon
7.December2006, 22:19
I think, I would not use terrains for planets or other celestial bodys, but work with maps and bump.
You mean textures? I don't think you understand... you can actually be on them.

cajomi
8.December2006, 05:16
That was a misundestanding, because you wrote "most of them not touched by humanity".

Which renderengine should handle such amount of datas?

Arklon
8.December2006, 22:35
That was a misundestanding, because you wrote "most of them not touched by humanity".I meant as in, not built on or levelled or anything. That's why randomly generated terrains should work.
Which renderengine should handle such amount of datas?I'm not a programmer (and I'm also not the only one working on the game), though I've been learning about how 3D hardware and rendering engines work and I think it'd be possible to do it. The part that might concern me, though, is storage.

Arklon
13.February2007, 21:40
Actually... after having done some more research, something like this wouldn't help. I'd need terrain to be generated procedurally in real time from within the game... which is something GeoControl can't help me with.

Spetsnaz
6.July2007, 15:12
Not trying to necro-post but I wanted to bring attention to this thread one more time.

Seamless terrains would be amazing for game production. There are two ways a game designer might want to look at the situtation.

1) If you batch process 1000 1028x1028 terrains you'd obviously want them all to have sides that fit together. No mountains getting chopped off at the edges.

2) If you've already created one particular terrain that you like and you'd like to match the edges to something new - perhaps there would be a way of blending the sides of terrains. (I did a post about this some months back)

Keep up the great work!

cajomi
6.July2007, 15:36
Oh, that point is in my mind, but I did it to the end of the to do list, to see, what problems might occur, for example with the new river tool.

At time I am planning to part GeoControl:
The next release with a more simple terrain blender, which enables the blending of terrains, to make them seemless. Imported or generated terrains.
This should then together with a then again working cut tool give the opportunity, to plan a world from more then one terrain. Also there will be a export option for tilings, so a 4096 terrain will be exported as 512 tiles.

I did plan a more comfortable layout tool, where great complex worlds, like a continent would be managed. But that will take also very much time and work.

So this manager will be in a professional version. This makes sense, since many of the landscape artist users will not need such a tool.