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 New terrain manager implementation?

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Nefadozone

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PostSubject: New terrain manager implementation?   Wed Mar 18, 2015 5:07 pm

I have tried several times (I'm not talented at programming by any means) to remove the game's current terrain scene management and replace it with a system more similar to FH (best way to explain). I want ambient lighting on it fairly badly and I've spent quite a lot of time practicing and failing. I even went so far as to try to force the terrain's ambient lighting to change based on the time but I don't think that this method of terrain can react to the scene's light sources.

I can't get it to show up in-game or even work for the most part, I tried attaching it to the existing terrain entity and using a different heightmap but according to the ogre.log it isn't reading any of the files related to it. Or complaining about the extra .cfg being missing. It doesn't process any of the new code the way I want it to so I'm wondering where the original terrain is created in the source and what areas have chunks of code about the terrain that I'm missing?

If anybody has experience with the new terrain manager I'd be more than grateful for any help or advice!
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RedEye
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PostSubject: Re: New terrain manager implementation?   Wed Mar 18, 2015 5:45 pm

See https://github.com/jespersh/kito-trash/blob/master/clientkito/include/MagixWorld.h for inspiration.
I don't remember what state I left this code in.

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Nefadozone

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PostSubject: Re: New terrain manager implementation?   Wed Mar 18, 2015 5:56 pm

RedEye wrote:
See https://github.com/jespersh/kito-trash/blob/master/clientkito/include/MagixWorld.h for inspiration.
I don't remember what state I left this code in.

Thanks so much! From what I can see here it looks like it'll function fine. If I get it working I'll post screenshots of my success.
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Myz
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PostSubject: Re: New terrain manager implementation?   Wed Mar 18, 2015 6:25 pm




This is the normal IT terrain loader, just with the materials and terrain cfg set up to handle lighting.
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lazyzim

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PostSubject: Re: New terrain manager implementation?   Thu Mar 19, 2015 10:52 am

Once you have got the material files done right there is a lot you can do as Myz has said using the normal IT terrain loader. One suggestion I'll add is to also increase the number of light sources you can have in a map. Very handy for firelight and torches. ~Lazyzim~

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Nefadozone

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PostSubject: Re: New terrain manager implementation?   Thu Mar 19, 2015 6:18 pm

I haven't a clue how to make the existing terrain setup react to lights, I thought for the longest time that it required code changes
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lazyzim

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PostSubject: Re: New terrain manager implementation?   Sun Mar 22, 2015 12:05 pm

For a starter, everywhere you see lighting off in a material file you will need to turn it on for the mesh to be controlled by external lighting. That goes for trees, rocks, critters, material files for terrain.

It gets really tricky when it comes to blending terrain textures and critter textures.
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Nefadozone

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PostSubject: Re: New terrain manager implementation?   Mon Mar 23, 2015 6:50 pm

After setting VertexProgramMorph to false in my cfg and adding ambient/diffuse levels to the material, it worked okay for now. If there is no noteable performance boost by using the new terrain then I'll stick to this method.

(will edit post with screenshots and material code later)
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