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+ <TITLE> [Nel] Landscapes without 3DSMax</TITLE>
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+ <H1>[Nel] Landscapes without 3DSMax</H1>
+ <B>Paul Siegel</B>
+ <A HREF="mailto:psiegel%40geneticanomalies.com"
+ TITLE="[Nel] Landscapes without 3DSMax">psiegel@geneticanomalies.com</A><BR>
+ <I>Fri, 14 Dec 2001 08:43:24 -0500</I>
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+<PRE>&gt;<i> Using the 3d lib at lowlevel (all the others header files) allow you to
+</I>&gt;<i> quilckly create patches and landscape zones. It is really simple to
+</I>&gt;<i> export some bezier quad patches from Blender
+</I>&gt;<i> (does blender have bezier patches ?) into a .zone file using a small
+</I>&gt;<i> plugin. Simple C++ classes are provided to &quot;Builb&quot; the &quot;.zone&quot; c++
+</I>&gt;<i> objects. Then serialisation is used to save them
+</I>&gt;<i> in binary files.
+</I>
+Ok, this will be my first project. Besides Blender, I'm also looking at
+OpenFX (www.openfx.org). Unfortunately, I'm a coder not a graphic artist.
+I can't say I'm too learned on how to create bezier patches using either
+program, so I'm going to have to do a bit of research before I even start
+this. If there are any artists out there with some input (especially
+something like &quot;Blender doesn't support bezier patches&quot;) I'd love to hear
+from you. Hopefully it shouldn't take too long to make either a file
+translator or some kind of export plugin for one of the apps, once I learn
+how to make the content using one of the aforementioned apps.
+
+&gt;<i> The hardest part is the patch painter that allow you to paint tiles,
+</I>vertex
+&gt;<i> color and displacement map over the landscape zone patches. At
+</I>&gt;<i> nevrax, this is done by the artists using a 3dsmax plugin
+</I>&gt;<i> (nel_patch_paint). If you can't use 3dsmax, you can perhaps
+</I>&gt;<i> generate the painting or rewrite a little ingame zone painter or why
+</I>&gt;<i> not, a blender painter plugin...
+</I>
+Right, this will be phase 2. I was sort of expecting this to be the hard
+part.
+
+&gt;<i> You have to know that the painter algorithm that put tiles over the
+</I>&gt;<i> landscape is not trivial at all. If you are short on time, a good
+</I>&gt;<i> solution is to generate painting, as most of the heightfield
+</I>&gt;<i> landscapes do.
+</I>
+Can you elaborate on this? Are you talking about coming up with some kind
+of algorithm to color the geometries instead of using textures? I don't
+follow.
+
+&gt;<i> The postprocess to weld the zones together and compute the lighting will
+</I>&gt;<i> stay the same as far as you generate &quot;.zone&quot; files.
+</I>
+Right, I'm assuming that once the .zone files are generated, I can follow
+the process used with 3DS Max.
+
+Thanks for the feedback Cyril. It's nice to see how much input the official
+team has on this list.
+
+Paul
+
+
+</pre>
+
+
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