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Messages - jgwinner

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Feature Requests / Re: GPGPU enhancments/Multiscreen
« on: May 31, 2017, 07:31:50 AM »
GPU Erosion could be added via the plugin's I think.

Would people pay for that?

I've wanted to write a wind carving node, a sand carving node, and a continental erosion (including subduction, that kind of stuff).

I've also wanted to write a small scale erosion node that did a good job of eroding around fixed objects; I've done it with nodes, but it's tough. Basically, if you had say a set of stairs, you'd want to erode the 'edges' of the stairs so mud would flow down them, but not actually cut into the stairs. You can't really do it with hardness maps as the entire stair is 'hard'. Sediment would flow down it, but not cut into the surface.

== John ==

Development News / Re: Dev Silent in Forum and Blog
« on: May 31, 2017, 07:21:17 AM »
That's good - I apparently don't get the free updates.

I had to make a decision - upgrade something that seemed to be dead? I mean, I didn't know if Stephen was all right :(

My subscription apparently lapsed in September 25, 2016 :(  :(

== John ==

I would think someone could write a pathfinding algorithm in the PDK.

I REALLY wish WM had active development :( or I'd do it!

Development News / Re: Dev Silent in Forum and Blog
« on: March 24, 2017, 08:19:58 PM »
Just wanted to say I agree.

My subscription ran out JUST before the last beta expired, and I can't download the new beta.

The right thing to do would be for Stephen to allow our subscriptions to be renewed until the release comes out. I'll gladly pay for a (stable) release maintenance, but I've been there from practically the start, and don't feel I need to pay for a beta ... especially with what the release schedule has been.

Can you help us out Stephen? If you're still listening?


== John ==

Development News / Re: Dev Silent in Forum and Blog
« on: March 10, 2017, 10:20:02 AM »
Maybe he's embarrased, but agreed, we need some input - I'd rather KNOW what is going on than to just hear that there's a new version out without something.

My maintenance expired a while ago, so I didn't get the last beta. I was waiting to see if he'd died or been assassinated or something before renewing. I'm still not sure now.

I too, have offered to do contract work for him. If he's too busy, he's got options.

Development News / Re: New releases
« on: June 13, 2016, 09:01:12 PM »
Can you 'sort of' do node type actions by setting up filters in the right order?

I'd like to be able to create / load some masks, and have errosion, roads, terraces, etc. cut in, and then later go back and change the mask.

I've looked at Geocontrol before

GPU acceleration would be amazing.

== John ==

Guest Forum / Re: Anyone interested in a tool like this ?
« on: June 13, 2016, 08:59:30 PM »
Looking forward to it!

== John ==

Feature Requests / Re: A collection of requests for WM2
« on: May 19, 2016, 08:37:41 AM »
5 is a killer for me.

I put some devices in a macro and they don't quite work right ... and now I can't copy them out! lol

Feature Requests / Re: Dune tool
« on: May 19, 2016, 08:35:46 AM »
That would be VERY cool. I'm trying to do 'mars' and would love a procedural dunes tool (like a natural erosion device) that would blow sand across an existing terrain.

That way, sand would pile up around objects.

You could just sum some height fields, but it wouldn't look quite right.

Someone make a plugin :)

== John ==

Feature Requests / Re: Allow simple math in number fields
« on: May 19, 2016, 08:30:50 AM »
What about scalar arithmetic? You can calculate a number and plug it into the field.

Or do you mean in the field itself? I think you'd do that with the above method.

Let me know if you need more info.

== John ==

Feature Requests / Re: Sense of Scale
« on: May 09, 2016, 07:18:45 AM »
Agreed, this would be very useful.

== John ==

Feature Requests / Re: Spherical worlds
« on: May 09, 2016, 07:17:06 AM »
This is still a needed feature. I'm doing a lot more whole globe work lately and this is absolutely essential.

Not sure if Stephen is still around :( but figured I'd stir the pot again.

== John ==

Another idea - you could use a height selector to give a narrow band output at just the right height.

You can also mask the coastal erosion, maybe by slope, so steep hills don't get eroded. That looks much nicer, it's worked for me. You might have to blur the mask a bit.

== John ==

Development News / Re: New releases
« on: April 16, 2016, 01:59:21 PM »

More frequent updates certainly was missed.

Maybe we should build an open source version!

== John ==

Development News / Re: 3.build3011 Available : Changelist
« on: April 16, 2016, 01:58:10 PM »
Still looking for the full release as well. Or any release.

Is Steven still alive? last post was 4 months ago. Stranger things have happened.

Steven, would you sell the source? :)

Seriously, I love WM, and I'd really like to see active development.

I could really use spherical mapped terrain ...

== John ==

Feature Requests / Re: Spherical worlds
« on: August 16, 2010, 04:10:26 PM »
Sort of, yes.

It would depend on how the world (sphere) was UV mapped, but that's the essential idea.

It's not quite that simple because at high lattitudes the 'squares' aren't; they are trapezoids.  In the extreme case of one rectangle for an entire world, the line of pixes at the poles is of course just one actual pixel; it has to match on 3 sides. The next row of pixes has to match the previous row and the next, which is hard as the scale is changing as you go 'down'.

For a rectangular projection, that's why everyone things Greenland is the size of the US which is why no one uses rectangular projections in map making, but you get the idea.

== John ==

Feature Requests / Re: Spherical worlds
« on: July 09, 2010, 02:34:20 PM »
Um ... then go create your own feature request.  :P

== John ==

Feature Requests / Spherical worlds
« on: July 08, 2010, 04:48:43 PM »
I've seen a number of people mention this, or features to give us this, so I wanted to make it a formal request  :D

Would love to be able to tile generated terrain around a sphere.

Yes, poles would be tough, but that's why we let Stephen write the software we use  :shock: :D

Another, similar feature would be to be able to map a given input device to a spherical terrain instead of rectangular - this would be necessary to take in DEM's for example, and get them to fit properly. This feature would work with the world feature to be able to break down the world into wedge shaped pieces but still export properly.

Mojo and I think Terragen do it ... so I think this is a much needed feature to stay competitive.

== John ==

P.S.  Then of course, we need a Continental Drift erosion node  :)

General Discussion / Re: Is this better than Grome world modeler??
« on: June 25, 2008, 10:47:12 PM »
Apart from the node network.. the similarity is striking.

Well, there's a ton of landscape editing programs, but in WM the node network is the point.  You can't say "apart from the Node Network," that's like saying "Apart from the wings, that airplane has a striking resemblance to my car."  :D

For non-node based editing, I use Leveller.  It can edit terrain MUCH larger than WM - WM has some serious issues with memory on a 3G XP system.  Hopefully, WM2 will be better.

            == John ==

General Discussion / File Input not Accurate
« on: September 07, 2006, 08:30:19 AM »

  I have some BMP's that describe road and streams that I am combining with various filters.  With 1.25 they don't seem to 'read' accuratly.  This is due I think to the scaling and the X/Y shifting.

  All I need to do is what earlier versions did - 0,0 in the upper corner, 1024x1024 in the lower opposite corner (or whatever the dimensions of the bitmap are).  How do you do that with the new file input?  I've tried making the 'specific scale' on the File Input be exactly the same as the world scale, but I still get repeated tiles across or a totally blank file input.  This is very frustrating.


             == John ==

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