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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


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