Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Remnant

Pages: 1 ... 81 82 [83]
1641
General Discussion / Tutorials?
« on: December 03, 2003, 05:04:14 PM »
All the tutorials are actually already moved over; I just haven't deleted the ones on the old server so as to keep them working as long as possible.

You can get the new links to the tutorials by just checking out the "Help" section of the WM homepage.

1642
General Discussion / WM development diary
« on: December 01, 2003, 05:40:58 PM »
Heh, Fil nailed the reason. ;)

But seriously, yeah it will eventually move over too. It's just a simple perl script I made that powers it, so it can run on the new server just fine.

1643
Bug Reports and Help / Problems with OpenGL-View
« on: December 01, 2003, 05:39:42 PM »
Hey there,

this is a very odd problem. Do you have any problems working with WM in the workview (devices) view? Because that uses OpenGL as well, so if it was a OGL problem I'd expect it to appear there as well.

What kind of motherboard? Integrated graphics or a standalone 3D card? This sounds like some sort of hardware conflict going on to cause a W2k hardlock, but without more info I haven't a clue what's causing it.

1644
Bug Reports and Help / Terraces in a certain height
« on: November 25, 2003, 06:28:03 PM »
Hey Oliver,

The Terrace device has an effect mask input, which allows you to control where the terrace gets applied. So here's how you would make it only terrace certain parts of the terrain:

Take your terrain output (from perlin noise, or whatever), and plug it into a splitter. One wire from the splitter should go to the terrace device, another should go to a Select Heights device. The output of the Select Heights device should then go into the "Effect Mask" input of the Terrace device.

Now open up the Select Heights device and set it to whatever height range you want terraces to appear in. Viola!

PS: You can also use this technique for different purposes, like you can use a Angle Selector to only terrace parts of the mountains facing a certain direction, etc.

1645
General Discussion / Flaten river bottom
« on: November 18, 2003, 05:21:23 PM »
It's a bit of a long story, but it became kind of superflous with a change made for 0.99. It is "sort of" in effect at all times in the current version; v1.0 may possibly include a device that lets you tweak the exact same kind of things, but with a whole lot more flexibility.

1646
General Discussion / New to this scene
« on: November 13, 2003, 09:58:55 PM »
Best advice I can give is experimentation! WM can do alot of things that I didn't even think it could do, just because someone out there decided to experiment with some crazy idea.

The Worldmachine House macros, zooming macros, and other such things are examples of this. The number of devices offered are starting to become large enough that complicated behavior can grow out of simple things being thrown together.

1647
Bug Reports and Help / Terrain Offset/.r32 editing.
« on: November 11, 2003, 10:57:20 PM »
It should be in Heightfield Operators -> Filters.

if its not there, are you sure you're using Version 0.99 of World Machine?

1648
Bug Reports and Help / Terrain Offset/.r32 editing.
« on: November 11, 2003, 03:39:56 PM »
The easiest way to do an offset in World Machine would be to use the displacement device.

Take your terrain you want to move over, hook it up to the primary input of the displacement dev. Then hook up a Constant Generator set to 1.0 to the other input of the displacer. Then open  up the displacement properties, and you can set the angle and amount of displacement of the terrain.

With a little more work (perhaps using a gradient device and height chooser) you can blank out the new area and drop some extra terrain in there.


The other method (have you tried it yet?) is to open up the size control dialog, and use the Perlin original panning tools to simply pan the terrain over until you're satisfied with where it is. This won't work if your terrain uses any Generators other than perlin gens, but it it is alot simpler than any other method.

1649
General Discussion / Forums are now accessible!
« on: November 09, 2003, 01:31:08 PM »
Nice to see everyone here!

There's some other cool stuff planned for the website, including an online library for macros and (when the SDK is released) 3rd party plugins. But that stuff won't be unveiled until after 1.0 is out...

1650
General Discussion / Forums are now accessible!
« on: October 28, 2003, 01:04:51 AM »
Hey everyone!

The forums are now available for use. They've actually been sitting around since April, waiting for the new website.. that has been a LONG time in coming.

I don't know how the traffic is going to split between the forums and the mailing list, but the forums are (for me) more convenient, and don't require registration to post, so I'm hoping for a solid amount of activity.

Pages: 1 ... 81 82 [83]