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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>Tue, 18 Dec 2001 09:49:45 -0500</I>
+ <P><UL>
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+<PRE>My apologies, I accidentally sent this first to nel-admin. Guess the
+reply-to of the digest isn't set up to go to the correct place. Here it is
+again, I hope nobody gets this twice:
+
+Thank you everyone for the links. I'm afraid though that these terrain
+building packages generate height fields, and as you may or may not be
+aware, NeL uses bezier patches, not height fields to generate its terrain.
+Therefore, I've finally settled on the most basic thing I could find, namely
+sPatch. (<A HREF="http://www.geocities.com/getspatch/index.html">http://www.geocities.com/getspatch/index.html</A>). It is little more
+than a bezier patch editor, but currently that's all I need. There appears
+to be a more feature rich package based on sPatch called hamaPatch
+(<A HREF="http://www.geocities.com/Tokyo/Ginza/6625/soft10.html">http://www.geocities.com/Tokyo/Ginza/6625/soft10.html</A>), but currently all
+documentation on this is in Japanese and I don't speak the language.
+Perhaps my work can some day be moved to hamaPatch, but for the moment I'm
+sticking with sPatch. Which means we should be able to generate the zone
+files with sPatch, but will need a seperate piece of software to paint the
+textures (since sPatch doesn't support any kind of texturing). But I'll
+burn that bridge when I get to it. ;)
+
+Fortunately, sPatch has good documentation on creating export plugins, and
+I'm well on my way to successfully making one. I have a couple questions
+though for anyone on this list whi is familiar with the 3D code.
+
+1. How much information of the CPatchInfo object must be filled in to have
+a viable object? sPatch gives me a 4x4 array of vertexes which I can use to
+populate the vertices, tangents, and interiors of the CPatchInfo object.
+However, I am still a bit unclear what much of the data in the CPatchInfo
+object is, especially the BindEdges (4 CBindInfo structs). Are these filled
+in when welding the zones together, or are they something I will need to
+fill in upon generating a single zone?
+
+2. Once I manage to export a .zone file, what's the quickest, dirtiest way
+to test it? Will I need to build an entire app just to load the .zone, or
+is there some way I can easily hack it into the Snowballs client just to see
+if it indeed exported a valid file?
+
+Thanks again everyone for all the help. This is a great project, and I'm
+having lots of fun playing with it.
+
+Paul
+
+&gt;<i> And more:
+</I>&gt;<i> <A HREF="http://terraform.sourceforge.net/">http://terraform.sourceforge.net/</A>
+</I>&gt;<i> <A HREF="http://ftp.arl.army.mil/brlcad/">http://ftp.arl.army.mil/brlcad/</A>
+</I>&gt;<i> <A HREF="http://www.planetside.co.uk/terragen/">http://www.planetside.co.uk/terragen/</A>
+</I>&gt;<i>
+</I>&gt;<i> Saturday, December 15, 2001, 1:02:07 PM, you wrote:
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; Tony Hoyt schrieb:
+</I>&gt;<i>
+</I>&gt;<i> &gt;&gt; Paul Siegel wrote:
+</I>&gt;<i> &gt;&gt; &gt;
+</I>&gt;<i> &gt;&gt; &gt; Hi everyone -
+</I>&gt;<i> &gt;&gt; &gt;
+</I>&gt;<i> &gt;&gt; &gt; I'm wondering if there's a way to build landscapes without 3D Studio
+</I>&gt;<i> Max.
+</I>&gt;<i> &gt;&gt; &gt; That's some pricey software just to do level editing. Is anything
+</I>&gt;<i> &gt;&gt; &gt; available, or being worked on? Or am I going to have to learn how to
+</I>&gt;<i> &gt;&gt; &gt; rewrite the max plugins for Blender?
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i> &gt;&gt; Blender is my choice as well for a good free alternative 3d editor.
+</I>&gt;<i> &gt;&gt; I'm not sure how you make plug-in's for Blender other then with python
+</I>&gt;<i> &gt;&gt; but if you can do it, I wish you all the best of luck. I think the
+</I>&gt;<i> &gt;&gt; problem with doing a port is that if your not able to see the original
+</I>&gt;<i> &gt;&gt; in action or see what library calls it's makeing, etc. It's going to
+</I>be
+&gt;<i> &gt;&gt; rough going. But if your serious about it, I'm willing to give a hand
+</I>&gt;<i> &gt;&gt; although I don't have 3D Studio Max as well.
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; There's also a free landscape modeller at
+</I>&gt;<i> -&gt;&gt; www.geofrac2000.com
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; It was once commercial and its interface is very much like that of
+</I>&gt;<i> 3dsmax.
+</I>&gt;<i> ME&gt; The author discontinued the project and made it available for free,
+</I>but
+&gt;<i> it's
+</I>&gt;<i> ME&gt; still worth a look. You can use standard algorithms (perlin, etc.) for
+</I>&gt;<i> ME&gt; landscape generation, create mountains and craters or just paint with
+</I>&gt;<i> the
+</I>&gt;<i> ME&gt; raise/lower-tool. Realtime 3D-display just like 3dsmax as well.
+</I>&gt;<i>
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i> &gt;&gt; Tony
+</I>&gt;<i> &gt;&gt;
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; -Markus-
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> ME&gt; _______________________________________________
+</I>&gt;<i> ME&gt; Nel mailing list
+</I>&gt;<i> ME&gt; <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> ME&gt; <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i>
+</I>&gt;<i> --
+</I>&gt;<i> Dim Segebart mailto:<A HREF="mailto:zager@teleaction.de">zager@teleaction.de</A>
+</I>
+
+</pre>
+
+
+
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