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Terrain Holes Test in Bmax


Marleys Ghost
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I was informed yesterday that the terrain hole functionality was working in Bmax, so I did a quick half hour test. This is a feature I find very attractive for level design. The ground cover (small bushes and ferns) is just place holder art, and all the foliage was just slapped in for effect. The concept is a simple, hole in the ground which gives access to (eventually) a large underground modular bunker system. A simple hole cover/access/room model was knocked up in 5 mins in 3DWS. The terrain is something I have been working on and have yet to finish.

 

 

 

 

 

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"I used to be alive like you .... then I took an arrow to the head"

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The controller/terrain bug was fixed.

 

That's really neat. Who would have thought a few years ago that programmers would be able to slap a few assets into a program and get something that looks this good?

My job is to make tools you love, with the features you want, and performance you can't live without.

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The controller/terrain bug was fixed.

 

That's really neat. Who would have thought a few years ago that programmers would be able to slap a few assets into a program and get something that looks this good?

 

it works in bmax but still is an issue inside the Editor... controllers walk right over the hole

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I can't see the video from where I am, but did you try having a controller fall through it? I know in the editor a controller won't fall through the terrain but vehicles do.

 

 

Do you not have you tube access? I remember Omid , I think saying he did not and I keep meaning to use Vimeo. Yes I have the controller working in Bmax, but the controller in the editor still does not fall through terrain holes.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Thats sweet MG :)

 

So thats all running in BMax ?

 

It reminds me of the hatch in Lost lol

 

Thanks

 

Gimpy73 :)

 

 

Thanks Gimpy, yes the current version of my scene testing app is in Bmax and the video is a capture from it.

 

I have never watched lost so I will take your word on that lol :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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The controller/terrain bug was fixed.

 

That's really neat. Who would have thought a few years ago that programmers would be able to slap a few assets into a program and get something that looks this good?

 

 

Thanks Josh, but as Mack pointed out the controller in the editor still has the same problem. :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Very nice MG .... btw, how do you maintain the clarity of your videos so well when uploaded to You Tube ... what file format and codec are you using?

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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Very nice MG .... btw, how do you maintain the clarity of your videos so well when uploaded to You Tube ... what file format and codec are you using?

 

 

 

Hi Pixel, seasons greetings and stuff.

 

Well I have been changing my "Werkflow" in this area weekly daily the same as my underwear ;) I used to just use AVI with the XVid codec and then use AutoGK to skinny down the file to about 10% of what fraps recorded. Now I use Ulead VideoStudio 9 to link up several captures then save it out as a HD .wmv file @ 1280x720 although the app capture was in 800x600 vid mode .. about 2GB of AVI captures came out as a 111MB WMV which I then uploaded. I have fraps set to 60fps capture and full size. It will probably be different again next time .. it seems to be a "mood" thing :P

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Ok, after this mornings important update, the controller in game mode now falls through the terrain holes in the editor :(

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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