by date
Plan for Vincent BILLET
Plan for Vincent BILLET
| Name: | Vincent BILLET | ![]() |
|---|---|---|
| Date Posted: | Sep 13, 2005 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Vincent BILLET |
Blog post
Huge Terrain Creator (HTC) for TSE, is ready for Beta 1.
You can download HTC beta 1 demo HERE.
This .plan is a continuation of my previous .plan.
So, now, you have the demo. Extract zip file.
Launch TSE.exe. This screen will appear :

You can launch the mission, to see the sample mission. You can also click on Huge Terrain creator button. The HTC's main menu will appear.
To create a new map, simply click on new map.

Start simply with a Tiny or small map. Remember this : Hex size x Number of hex = Height Field size.
2 Labels tells you more about your current settings. For example if you create a small (4x4) map with 256 in HexSize, you will have a 1024x1024 Height Field. Scale factor is the space in meter between 2 dots of the height field. So you can have a terrain between 2048 and 4096 meters side. Click apply to view your terrain size when you have finished to adjust your terrain parameters. Click OK.

Draw your terrain on the hexmap. It's very easy, click terrain types (4 in this demo, 37 in full version) on the left, and click on hexmap to place them. Close the window.
Go to Generate.

Click Generate RAW and JPG (This may take a while, depending your terrain complexity, fractals used, and terrain size).
Click Generate CHU and TQT. when it's done check console to see if you can decrase depth. (Warning if you decrease depth too much, it may crash). Eventually recreate CHU and TQT with lower depth.

If avg verts/chunk is greater than 500-600 do not decrease depth, it may crash (depending on your terrain).
You can change LightFactor if you want (Light factor is slope of light. default : one meter for one meter (45 degree))
You can also readjust Hex size and scale factor.
To play directly in HTC with your terrain, leave "mixed" into terrain fileName (mission file call mixed.chu and mixed.tqt).
Your terrain creation is now complete, you can play with it (start mission).
This beta demo will not allow you to adjust heightfields, textures. It will not allow you to create mission files. moreover this demo is limited to 4 terrain types against 37 in full version.
Feel free to contact me for more informations, or post messages or pictures in this forum.
This .plan is a continuation of my previous .plan.
So, now, you have the demo. Extract zip file.
Launch TSE.exe. This screen will appear :
You can launch the mission, to see the sample mission. You can also click on Huge Terrain creator button. The HTC's main menu will appear.
To create a new map, simply click on new map.
Start simply with a Tiny or small map. Remember this : Hex size x Number of hex = Height Field size.
2 Labels tells you more about your current settings. For example if you create a small (4x4) map with 256 in HexSize, you will have a 1024x1024 Height Field. Scale factor is the space in meter between 2 dots of the height field. So you can have a terrain between 2048 and 4096 meters side. Click apply to view your terrain size when you have finished to adjust your terrain parameters. Click OK.
Draw your terrain on the hexmap. It's very easy, click terrain types (4 in this demo, 37 in full version) on the left, and click on hexmap to place them. Close the window.
Go to Generate.
Click Generate RAW and JPG (This may take a while, depending your terrain complexity, fractals used, and terrain size).
Click Generate CHU and TQT. when it's done check console to see if you can decrase depth. (Warning if you decrease depth too much, it may crash). Eventually recreate CHU and TQT with lower depth.
If avg verts/chunk is greater than 500-600 do not decrease depth, it may crash (depending on your terrain).
You can change LightFactor if you want (Light factor is slope of light. default : one meter for one meter (45 degree))
You can also readjust Hex size and scale factor.
To play directly in HTC with your terrain, leave "mixed" into terrain fileName (mission file call mixed.chu and mixed.tqt).
Your terrain creation is now complete, you can play with it (start mission).
This beta demo will not allow you to adjust heightfields, textures. It will not allow you to create mission files. moreover this demo is limited to 4 terrain types against 37 in full version.
Feel free to contact me for more informations, or post messages or pictures in this forum.
Recent Blog Posts
| List: | 06/22/06 - Just a lake 06/18/06 - TRUE/FALSE? 03/23/06 - Online store open! 01/03/06 - Happy New year with HTC+ 09/27/05 - Plan for Vincent BILLET 09/21/05 - Plan for Vincent BILLET 09/13/05 - Plan for Vincent BILLET 09/09/05 - Plan for Vincent BILLET |
|---|
Submit your own resources!| Vashner (Sep 13, 2005 at 16:35 GMT) |
| Rodney (OldRod) Burns (Sep 13, 2005 at 16:48 GMT) |
I first got a "failed to open main.cs" error when running tse.exe as it was extracted from the zip file. If I move main.cs to the same folder as tse.exe, the error goes away, but the program simply fails to run then (my work machine may not be capable of running TSE, not sure), but something may be amiss in the .zip
The terrain in the background of those images - is that the terrain that's generated from the tiles shown in the Map Window?
| Joseph Euan (Sep 13, 2005 at 16:50 GMT) |
| Vincent BILLET (Sep 13, 2005 at 16:58 GMT) |
Like Rodney says, main.cs is missing in zipfile :(. move your main.cs in the same folder than TSE, and put $defaultgame="HTC"; in main.cs
You also need to put common and editor directories in the same level than HTC (to avoid crash).
End Notice
@Rodney : Yes, the background image was generated by HTC with the hexmap shown in the Map window.
Edited on Sep 13, 2005 17:50 GMT
| Rodney (OldRod) Burns (Sep 13, 2005 at 17:30 GMT) |
I'll give it a try on my home PC tonight - work machine just won't run TSE :)
How do you do the transitions between different tile heights? Looks like you have it nailed pretty well from the pictures.
| Joseph Euan (Sep 13, 2005 at 18:52 GMT) |
Last lines in the console.log are:
--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Edited on Sep 13, 2005 18:56 GMT
| Vincent BILLET (Sep 13, 2005 at 19:02 GMT) |
| Vincent BILLET (Sep 13, 2005 at 19:12 GMT) |
It should work, I tested it on 3 computers.
| Ryan Neighbour (Sep 13, 2005 at 20:05 GMT) Resource Rating: 5 |
| Vincent BILLET (Sep 13, 2005 at 20:22 GMT) |
EDIT : .plan updated
Edited on Sep 13, 2005 20:53 GMT
| Josh Moore (Sep 13, 2005 at 21:12 GMT) |
| Azmodeus (Sep 14, 2005 at 00:25 GMT) |
I envision being able to take a hex map editor (like some of the old ad&d ones) that auto generate a map based on a seed and having just a few more tiles (for roads, etc). This is definatly a very interesting project. You could generate pretty much the whole world.
| Azmodeus (Sep 14, 2005 at 00:34 GMT) |
| Ryan Neighbour (Sep 14, 2005 at 00:54 GMT) Resource Rating: 5 |
| Rodney (OldRod) Burns (Sep 14, 2005 at 02:56 GMT) |
| Ryan Neighbour (Sep 14, 2005 at 03:02 GMT) Resource Rating: 5 |
| Azmodeus (Sep 14, 2005 at 03:43 GMT) |
Edited on Sep 15, 2005 03:37 GMT
| Vincent BILLET (Sep 14, 2005 at 20:59 GMT) |
| Ryan Neighbour (Sep 15, 2005 at 00:42 GMT) Resource Rating: 5 |
| Bryce "Cogburn" Weiner (Sep 23, 2005 at 13:46 GMT) |
If you haven't thought of it already, the ability to create "custom" hexes that can each have unique parameters would make this something you could sell here on GarageGames.
Very well done.
| Vincent BILLET (Sep 23, 2005 at 13:58 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



4.0 out of 5


