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Topics - ivanhawkes

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Feature Requests / Project Settings Exposed to the Macro System
« on: May 05, 2013, 04:54:02 PM »
Let me know if there is a way to do this already.

I have a macro I am working on to provide coverage for my projects. It combines height, slope, erosion maps, beach lines, and water lines and will soon add lighting once I have the other stuff sorted. It's kind of a catch all to quickly slap down and get comprehensive coverage options with minimal effort. I have a problem though, although it's not huge I would like to be able to determine the ocean level from the parameters on the sidebar and also if it's switched on or not. I can't see a way to get this project specific information into a variable inside the macro I can run logic on.

This means either I have to pass the ocean level in as a parameter or the user needs to edit it inside the macro. Neither is as awesome as just having access to say a device that has a drop-down of project parameters and outputs their value when selected. It would also help me to create a selection area for just the waterline which I can use to mask the beach macro (it's too aggressive on my landmass for my tastes without masking).

Bonus points for this:

Expose the project name, description, grid values, and maybe even copyright information in the same manner.

Provide a device than can place text onto a bitmap and output that as a mask or bitmap. We can then overlay this onto our coverage maps and the like to get copyright info, website links, and even things like grid map positions, project size, etc. You can even stamp your copyright directly into the terrain itself if you wanted to. That's a fair amount of work and a low payoff, but worth adding to the list.

2
Bug Reports and Help / Drop Curve to Surface Failure
« on: March 30, 2013, 05:20:54 AM »
I am at the point of wanting to place some roads onto my terrain and followed the advice on using 'drop curve to surface' to get them to follow the curve of the land. It seems simple enough, the only problem is that it doesn't work in either RC3 or the shiny new release candidate.

I tried a few things e.g. deleting my lines and starting again, deleting the device, nothing worked.

I checked the test5 map and that worked fine. I think the problem is that I am using File Input devices to load my base map before sculpting it in WM. I can drop the curves fine if I just feed it from a Perlin generator, but if it's from a file input or a chain from there it simply fails.

On the plus side, loving the new toys!

3
Development News / WM2.3 RC2: Hotkeys Don't Work in Additional Window
« on: March 12, 2013, 07:44:50 PM »
I've been struggling a bit with the tiny preview window wishing it was bigger. Lucky for me I run a triple monitor setup so when I read about additional windows I got pretty excited, until I found they don't work for people using NVidia Surround like I usually do. I switched to 3 x multi setup instead, pressed the button, and immediately slapped a 3D view on a second monitor.

That lasted for about 1 minute, until a build sent the result straight over my device view. No biggie, I moved the device view to the other monitor and giggled with glee. Right until I went to bypass a device by slapping 'B'. It didn't work, none of the shortcuts work. I move it back to the main monitor and it's all fine.

Just a heads up, since this would be nice to have working.

Apart from that the feature is just great. The main view updates as I move sliders, and it gives a pretty good view of what my changes will do so I am very happy. This will really be invaluable for trying to get snow looking right on my sizeable (32km x 32km) terrain. I'll be cutting that down a bit with an extent to speed things up.

Speaking of extents. I tried making one and changing the top right co-ords also changes the size of the extent. Is this expected behaviour?

4
Development News / Preview Results do not Match 3d/3d View Results
« on: March 11, 2013, 05:44:17 AM »
I'm working on a large piece of terrain, and it's gone pretty decently so far. I have added a 'snow' macro to the mix now to get some lovely snow on the major peaks. Now, getting just the right settings with only the tiny preview window is a nightmare in itself, though not the main issue I am having. I have found a good setting and it's outputting a heightmap and a snow height map. I feed the snow depth map to a greyscale colorizer device and then merge the results with my coverage map. It all looks pretty right in the preview window but when I save the file or overlay it for a 3d view large portions of the snowy peaks are no longer snow coloured.

This screenie should make it clear.



http://www.mediafire.com/view/?498jbp8jmn56dhl

You can clearly see the preview on the left shows snow patches all over the map while the main view has only 1 tiny patch at the top of a mountain.

Any help would be appreciated!

5
Development News / Grid Build Outputs Small Tiles
« on: March 09, 2013, 08:30:16 PM »
Firstly, love the software, it's great fun to play with.

I'm using the latest 2.3 RC build to try and create a fairly large zone which will form the basis of my toy world. It's 16km x 32km so I can only build it in low res unless I use the grid build. My plan is to use this and Mudbox to lay out the whole region I am working on, plot out the snow / erosion, then grid it up and feed the medium res results of that into more specialised smaller machines.

I've run into what I guess is a bug however. The usual build works great and outputs the zone at 1024 x 2048 perfectly. When I go and do the tiled build however instead of outputting say 512 x 512 tiles, it outputs 53 x 16 tiles. Those aren't even powers of two, so I wouldn't expect to normally see them, let alone when I asked for something completely different.

Now, because my map is rectangular, I am only outputting some of the tiles, the right hand side in this case. Files should be 512 x 512, on an 8 x 8 grid, but they are instead 53 x 16. Tile numbering is set to 1,1.

I can probably drop back to the released version, but figured I'd post this and see if there was a solution.

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