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Mirage
04-07-2008, 06:45 AM
Hi all!
Now CAST II Engine - the only free engine with megatexture support. :)

Full SDK (http://casteng.com/download/CAST2SDK.zip) - 19.4МБ.
Landscape demo only (http://casteng.com/download/C2Land.zip) - 7.7МБ.
Other downloads (http://casteng.com/downloads.shtml)

There is no texture by default. It's compiles from mega.bmp file on first run (takes time). You can take any image, convert it into .bmp and place in the demo's folder. To replace picture replace mega.bmp and delete mega.dat.
If random.bmp exists it will be randomly placed over megatexture every time you run the demo (and stay here after close).
If you have no picture for megatexture you can use the landbig.jp2 file coming with the demo. It should be converted from jpeg2000 to .bmp.

Megatexture can be editied in CASTEd in real time. Also there is experimental post-fx pipeline. You can turn on bloom effect by double clicking on camera object named "BloomCamera" (need to load land.cbf first). It's only proof of concept yet.:)

At Official site (http://casteng.com) a community forums opened. You are welcome to participate.

If someone wants to help with OpenGL and/or Linux support - please contact me.

NecroDOME
04-07-2008, 07:06 PM
The terrain is black here. I'm running Vista ultimate x64, GeForce 8800 GTS.

Trees are colored and waving (and nicely done).

Mirage
04-07-2008, 08:32 PM
The terrain is black here.

Did you created the mega.bmp file with some picture? If yes please send me log (in land.log) through PM or email.

NecroDOME
05-07-2008, 09:58 AM
Log:


0 (I) Log subsystem started in no timestamp mode.
31 (i) CAST II v0.95 starting up
31 (WW) World editing capabilities are Off
31 (WW) TCore.RegisterItemClass: Class "TMap" already registered
31 (i) Subsystem of class TTimer connected
31 (i) Subsystem of class TC2Screen connected
31 (I) Starting DX8Renderer...
546 (i) TDX8Renderer.Create: Direct3D object succesfully Create
546 (i) Found video adapter "NVIDIA GeForce 8800 GTS 512"
546 (i) Driver: nvd3dum.dll
546 (i) Driver version: Product 7, version 15, subversion 11, build 6925
546 (i) Vendor ID: 4318, device ID: 1536, subsystem ID: 84021470, revision: 162
546 (i) Found video adapter "NVIDIA GeForce 8800 GTS 512"
546 (i) Driver: nvd3dum.dll
546 (i) Driver version: Product 7, version 15, subversion 11, build 6925
546 (i) Vendor ID: 4318, device ID: 1536, subsystem ID: 84021470, revision: 162
546 (i) Subsystem of class TDX8Renderer connected
546 (I) Render device creation
546 (i) Viewport: Windowed 824x489x32
717 (i) Render device succesfully created
717 (I) Checking 3D device capabilites...
717 (i) ----------
717 (i) Driver caps
717 (i) [X] Display hardware is capable of returning the current scan line
717 (i) [X] The driver is capable of rendering in windowed mode
717 (i) [ ] The driver supports dynamic gamma ramp adjustment in full-screen mode
717 (i) Device caps
717 (i) [X] Device exports a DrawPrimitive-aware hardware abstraction layer (HAL)
717 (i) [X] Device has hardware acceleration for scene rasterization
717 (i) [X] Device can support transformation and lighting in hardware
717 (i) [X] Device can support rasterization, transform, lighting, and shading in hardware
717 (i) [X] Device can retrieve textures from device memory
717 (i) [X] Device can use buffers from system memory for transformed and lit vertices
717 (i) [X] Device can use buffers from video memory for transformed and lit vertices
717 (i) Raster caps
717 (i) [X] Device supports range-based fog
717 (i) [X] Device supports table fog
717 (i) [X] Device calculates the fog value during the lighting operation, and interpolates the fog value during rasterization
717 (i) [X] Device supports level-of-detail (LOD) bias adjustments
717 (i) [X] Device provides limited multisample support through a stretch-blt implementation
717 (i) [ ] Device supports depth buffering using w
717 (i) [X] Device supports w-based fog
717 (i) [ ] Device can perform hidden-surface removal (HSR)
717 (i) [X] Device supports z-based fog
717 (i) [ ] Device supports patterned drawing
717 (i) [X] Device can support specular highlights in Gouraud shading in the RGB color model
717 (i) Vertex processing caps
717 (i) Max clip planes: 8
717 (i) [X] Device can generate texture coordinates
717 (i) [X] Device supports vertex tweening
717 (i) [X] Device supports selectable vertex color sources
717 (i) Max vertex w: 9999999843.0
717 (i) [X] Device clips post-transformed vertex primitives
717 (i) Max number of primitives: 8388607
717 (i) Max vertex index: 16777215
717 (i) Blending operations caps
717 (i) [X] Device supports all the alpha-blending operations (ADD, SUB, REVSUB, MIN, MAX)
717 (i) Source blending caps
717 (i) [X] Blend factor is (Ad, Ad, Ad, Ad)
717 (i) [X] Blend factor is (Rd, Gd, Bd, Ad)
717 (i) [X] Blend factor is (1–Ad, 1–Ad, 1–Ad, 1–Ad)
717 (i) [X] Blend factor is (1–Rd, 1–Gd, 1–Bd, 1–Ad)
717 (i) [X] Blend factor is (1–As, 1–As, 1–As, 1–As)
717 (i) [X] Blend factor is (1–Rd, 1–Gd, 1–Bd, 1–Ad)
717 (i) [X] Blend factor is (1, 1, 1, 1)
717 (i) [X] Blend factor is (As, As, As, As)
717 (i) [X] Blend factor is (f, f, f, 1); f = min(As, 1-Ad)
717 (i) [X] Blend factor is (Rs, Gs, Bs, As)
717 (i) [X] Blend factor is (0, 0, 0, 0)
717 (i) Destination blending caps
733 (i) [X] Blend factor is (Ad, Ad, Ad, Ad)
733 (i) [X] Blend factor is (Rd, Gd, Bd, Ad)
733 (i) [X] Blend factor is (1–Ad, 1–Ad, 1–Ad, 1–Ad)
733 (i) [X] Blend factor is (1–Rd, 1–Gd, 1–Bd, 1–Ad)
733 (i) [X] Blend factor is (1–As, 1–As, 1–As, 1–As)
733 (i) [X] Blend factor is (1–Rd, 1–Gd, 1–Bd, 1–Ad)
733 (i) [X] Blend factor is (1, 1, 1, 1)
733 (i) [X] Blend factor is (As, As, As, As)
733 (i) [X] Blend factor is (f, f, f, 1); f = min(As, 1-Ad)
733 (i) [X] Blend factor is (Rs, Gs, Bs, As)
733 (i) [X] Blend factor is (0, 0, 0, 0)
733 (i) Texture caps
733 (i) Max texture width: 8192
733 (i) Max texture height: 8192
733 (i) Max texture repeat times: 8192
733 (i) Max texture aspect ratio: 8192
733 (i) Max texture blend stages: 8
733 (i) Max simultaneous textures: 8
733 (i) [X] Texture stage destination can be temporal register
733 (i) [X] Alpha in texture pixels is supported
733 (i) [X] Device can draw alpha from texture palettes
733 (i) [X] Supports the D3DTTFF_PROJECTED texture transformation flag
733 (i) [X] Textures can be nonsquare
733 (i) Texture formats supported
733 (i) Format Texture RenderTarget DepthStencil Vol texture Cube texture Depth texture
733 (i) R8G8B8 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) A8R8G8B8 [X] [X] [ ] [X] [X] [ ]
733 (i) X8R8G8B8 [X] [X] [ ] [X] [X] [ ]
733 (i) R5G6B5 [X] [X] [ ] [X] [X] [ ]
733 (i) X1R5G5B5 [X] [X] [ ] [X] [X] [ ]
733 (i) A1R5G5B5 [X] [ ] [ ] [X] [X] [ ]
733 (i) A4R4G4B4 [X] [ ] [ ] [X] [X] [ ]
733 (i) A8 [X] [ ] [ ] [X] [X] [ ]
733 (i) X4R4G4B4 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) A8P8 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) P8 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) L8 [X] [ ] [ ] [X] [X] [ ]
733 (i) A8L8 [X] [ ] [ ] [X] [X] [ ]
733 (i) A4L4 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) V8U8 [X] [ ] [ ] [ ] [ ] [ ]
733 (i) L6V5U5 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) X8L8V8U8 [X] [ ] [ ] [ ] [ ] [ ]
733 (i) Q8W8V8U8 [X] [ ] [ ] [ ] [X] [ ]
733 (i) V16U16 [X] [ ] [ ] [X] [X] [ ]
733 (i) W11V11U1 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) D16(Lock [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) D32 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) D15S1 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) D24S8 [X] [ ] [X] [ ] [ ] [X]
733 (i) D16 [X] [ ] [X] [ ] [ ] [X]
733 (i) D24X8 [X] [ ] [X] [ ] [ ] [X]
733 (i) D24X4S4 [ ] [ ] [ ] [ ] [ ] [ ]
733 (i) Texture operation caps
733 (i) [X] The D3DTOP_ADD texture-blending operation is supported
733 (i) [X] The D3DTOP_ADDSIGNED texture-blending operation is supported
733 (i) [X] The D3DTOP_ADDSIGNED2X texture-blending operation is supported
733 (i) [X] The D3DTOP_ADDSMOOTH texture-blending operation is supported
733 (i) [X] The D3DTOP_BLENDCURRENTALPHA texture-blending operation is supported
733 (i) [X] The D3DTOP_BLENDDIFFUSEALPHA texture-blending operation is supported
733 (i) [X] The D3DTOP_BLENDFACTORALPHA texture-blending operation is supported
733 (i) [X] The D3DTOP_BLENDTEXTUREALPHA texture-blending operation is supported
733 (i) [X] The D3DTOP_BLENDTEXTUREALPHAPM texture-blending operation is supported
733 (i) [X] The D3DTOP_BUMPENVMAP texture-blending operation is supported
733 (i) [X] The D3DTOP_BUMPENVMAPLUMINANCE texture-blending operation is supported
733 (i) [X] The D3DTOP_DISABLE texture-blending operation is supported
733 (i) [X] The D3DTOP_DOTPRODUCT3 texture-blending operation is supported
733 (i) [X] The D3DTOP_LERP texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATE texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATE2X texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATE4X texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATEALPHA_ADDCOLOR texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATECOLOR_ADDALPHA texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATEINVALPHA_ADDCOLOR texture-blending operation is supported
733 (i) [X] The D3DTOP_MODULATEINVCOLOR_ADDALPHA texture-blending operation is supported
733 (i) [X] The D3DTOP_MULTIPLYADD texture-blending operation is supported
733 (i) [ ] The D3DTOP_PREMODULATE texture-blending operation is supported
733 (i) [X] The D3DTOP_SELECTARG1 texture-blending operation is supported
733 (i) [X] The D3DTOP_SELECTARG2 texture-blending operation is supported
733 (i) [X] The D3DTOP_SUBTRACT texture-blending operation is supported
733 (i) Stencil buffer caps
733 (i) [X] The D3DSTENCILOP_DECR operation is supported
733 (i) [X] The D3DSTENCILOP_DECRSAT operation is supported
733 (i) [X] The D3DSTENCILOP_INCR operation is supported
733 (i) [X] The D3DSTENCILOP_INCRSAT operation is supported
733 (i) [X] The D3DSTENCILOP_INVERT operation is supported
733 (i) [X] The D3DSTENCILOP_KEEP operation is supported
733 (i) [X] The D3DSTENCILOP_REPLACE operation is supported
733 (i) [X] The D3DSTENCILOP_ZERO operation is supported
733 (i) Shaders
733 (i) Vertex shader version: 1.1
733 (i) Vertex shader constant registers: 96
733 (i) Pixel shader version: 1.4
733 (i) Max pixel shader value: 65504.0
733 (i) ----------
733 (I) Restoring viewport
733 (i) Viewport: Windowed 824x489x32
748 (i) Subsystem of class TOSController connected
1825 (i) Subsystem of class TGUIRootItem connected
1872 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1872 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1872 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1872 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1872 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1872 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1887 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1903 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1903 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1903 (EE) TTreeAdjTesselator.AdjustMesh: Vertices or indices are not present or primitive type is not triangle list
1903 (EE) TMegaImageResource.Prepare: Width/Height should be nonzero and divide by BlockWidth/BlockHeight
1903 (i) TMegaImageResource.SetProperties: Reinit may be needed after properties change
1903 (I) TCore.LoadScene: Scene load successful
1903 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1903 (i) Validating material "Stars"...
1918 (i) Pass validation result: OK
1918 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1918 (i) Validating material "Font"...
1918 (i) Pass validation result: OK
1918 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1918 (i) Validating material "2D"...
1918 (i) Pass validation result: OK
1918 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1918 (i) Validating material "Fire"...
1918 (i) Pass validation result: OK
1918 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1918 (i) Validating material "BlocksBg"...
1934 (i) Pass validation result: OK
1934 (i) Pass validation result: OK
1950 (i) Pass validation result: OK
1950 (i) Pass validation result: OK
1950 (i) Pass validation result: OK
1950 (i) Pass validation result: OK
1950 (EE) TRenderPass("BlocksBg Pass 1").SetLinkedObjectByIndex: Item "\TM2048" not found or not an instance of TItem
1950 (i) Pass validation result: OK
1950 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1950 (i) Validating material "M1"...
1950 (WW) TDX8Textures.LoadTexture: Unsupported image format "B8G8R8" of resource "\Root item\Resources\Characters\BM8_SKIN2". Switching to format "X8R8G8B8",
1965 (i) Pass validation result: OK
1965 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1965 (i) Validating material "Water"...
1965 (i) Pass validation result: OK
1965 (WW) TDX8Textures.LoadTexture: Unsupported image format "B8G8R8" of resource "\Root item\Resources\BM8_skymap". Switching to format "X8R8G8B8",
1965 (i) Pass validation result: OK
1965 (i) Pass validation result: OK
1965 (i) Pass validation result: OK
1965 (i) Pass validation result: OK
1965 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1965 (i) Validating material "Sky"...
1981 (i) Pass validation result: OK
1981 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1981 (i) Validating material "Fighter"...
1981 (EE) TRenderPass("FighterPass").SetLinkedObjectByIndex: Item "\Sky" not found or not an instance of TItem
1981 (i) Pass validation result: OK
1981 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1981 (i) Validating material "TreeStem"...
1981 (i) Pass validation result: OK
1981 (i) Pass validation result: OK
1981 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1981 (i) Validating material "Foliage1"...
1996 (i) Pass validation result: OK
1996 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1996 (i) Validating material "Foliage2"...
1996 (i) Pass validation result: OK
1996 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1996 (i) Validating material "Bloom"...
1996 (i) Pass validation result: OK
1996 (i) Pass validation result: OK
1996 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1996 (i) Validating material "Desaturate"...
1996 (i) Pass validation result: OK
1996 (i) Pass validation result: OK
1996 (i) Pass validation result: OK
1996 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
1996 (i) Validating material "Smooth"...
2012 (i) Pass validation result: OK
2012 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
2012 (i) Validating material "SmoothH"...
2012 (i) Pass validation result: OK
2012 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
2012 (i) Validating material "SmoothV"...
2012 (i) Pass validation result: OK
2012 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
2012 (i) Validating material "Barrel"...
2012 (i) Pass validation result: OK
2012 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
2012 (i) Validating material "TRICERA_body"...
2012 (i) Pass validation result: OK
2012 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
2012 (i) Validating material "TRICERA_corns"...
2028 (i) Pass validation result: OK
2028 (EE) TBackground("Smooth").SetLinkedObjectByIndex: Item "SmoothH" not found or not an instance of TMaterial
2028 (EE) THeightMap("\Root item\Resources\WaterHeightMap").SetImage: an image with mipmaps enabled required
2028 (i) TMegaImageResource.SetProperties: Reinit may be needed after properties change
2199 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [8192], will try to resize to 9714
2199 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [9714], will try to resize to 15222
2199 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [163840], will try to resize to 188920
2215 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [15222], will try to resize to 18288
2230 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [18288], will try to resize to 35844
2246 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [188920], will try to resize to 195160
2246 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [35844], will try to resize to 38416
2246 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [195160], will try to resize to 237240
2262 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [38416], will try to resize to 38562
2262 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [237240], will try to resize to 345560
2262 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [38562], will try to resize to 71298
2277 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [345560], will try to resize to 358560
2277 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [71298], will try to resize to 74260
2277 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [358560], will try to resize to 403760
2277 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [74260], will try to resize to 86814
2293 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [403760], will try to resize to 403920
2308 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [86814], will try to resize to 86998
2308 (I) TBuffers.Put: Insufficient static vertex buffer size: Buffer: [403920], will try to resize to 411480
2308 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [86998], will try to resize to 88462
2324 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [88462], will try to resize to 88686
2340 (I) TBuffers.Put: Insufficient static index buffer size: Buffer: [88686], will try to resize to 91426
7488 (i) Subsystem of class TDX8Renderer disconnected
7488 (I) Shutting down TDX8Renderer
7566 (i) Subsystem of class TOSController disconnected
7566 (i) Engine shut down
7566 (i) Subsystem of class TGUIRootItem disconnected
7581 (i) Logged fatal errors: 0, errors: 41, warnings: 4, titles: 27, infos: 221, debug info: 0
7581 (i) Log session shutdown

Traveler
05-07-2008, 05:04 PM
I think its because mega.bmp is currently 0 bytes in size. Is that on purpose and do we have to use our own bmp and save it as mega.bmp or has something else gone wrong?

Mirage
05-07-2008, 07:09 PM
NecroDOME, try to delete mega.dat - it prevents megatexture recompilation.
Traveler, mega.bmp is not included in demo due to its size. So yes, you have to use your own bitmap. But if you do not have such a big picture, there is the landbig.jp2 file included which contains highly-compressed (using jpeg2000) 4096x4096 picture. To use it as megatexture - just convert it to .bmp and save as mega.bmp.
The file mega.dat should be deleted because it contains compiled megatexture and if it exists mega.bmp will not be used.

savage
05-07-2008, 11:35 PM
Bumped to News item.

Luuk van Venrooij
06-07-2008, 08:32 PM
Same problem as necrodome, terrain stays black. I have basicly the same configuration except I use Vista 32 bit.

Also I have a number of questions about your implementation. What is the maximum resolution that your megatextures can have. Also what kind of compression are you using for the megatexture? And how many texture levels do you use when rendering the megatexture over the terrain?

chronozphere
06-07-2008, 10:27 PM
You can solve the black terrain problem quite easy by deleting mega.dat and converting the jp2 file to BMP and save it as mega.bmp. I've done that, and it worked. :)

It looks very nice so far. Is there a way to disable vsinc?? I would like to know how the framerate changes depending on the ammount of the map shown on screen.

I looked at the terrain closely and i noticed that it was animated or something. Can you describe what you do there? Do you use bumpmapping or do you blend two textures??

And eh.. i also like the sky texture very much :D

Keep it up.

NecroDOME
07-07-2008, 08:35 AM
It worked also for me :) thnx, Looks impressive. Nice work.

Robert Kosek
07-07-2008, 02:31 PM
Photoshop cannot open a Jpeg2000 file. Can someone upload it compressed into a more friendly format? I don't have anything large enough to use otherwise.

Mirage
07-07-2008, 06:58 PM
It looks very nice so far. Is there a way to disable vsinc??

Currently, you have to disable it in your driver options.


I would like to know how the framerate changes depending on the ammount of the map shown on screen.

There are also 3 detail levels switching by digit keys - 1, 2, 3.
Detail level affect number of triangles in the landscape and megatexture clipmap size (from 256x256 to 1024x1024).


I looked at the terrain closely and i noticed that it was animated or something. Can you describe what you do there? Do you use bumpmapping or do you blend two textures??

There are 4 textures - megatexture, detail texture, normarmal map and detail normal map. When light source moves the landscape ligting changes accordingly due to normal mapping technique used.


And eh.. i also like the sky texture very much :D
Keep it up.

Thanks.:)


Photoshop cannot open a Jpeg2000 file. Can someone upload it compressed into a more friendly format? I don't have anything large enough to use otherwise.

You can download Brennigs:
http://soft.softoogle.com/ap/brennigs-download-1511.shtml

it's an image viewer and opens jp2 files out of the box. Irfanview does it too. For Photoshop a jpeg2000 plug-in needed.

Mirage
14-10-2008, 09:05 AM
Some english documentation is now available in addition to reference:
http://casteng.com/manual.shtml

Mirage
26-10-2008, 08:26 PM
New release.
Added grass which is editable in CASTEd.
In Land demo a bloom effect can be toggled by "B" key.
Editor now supports drag&drop of resource files (at the moment .bmp and .obj) from Windows explorer directly into items tree.
Also a simple new material wizard added (accessible via Windows->New material).
Seems there is someone interested in C2 and Newton integration.
More detailed description (http://casteng.com/smf2_0b/index.php/topic,20.0.html)
Official site (http://casteng.com)
Official screen:
http://casteng.com/screens/Grass_sm.jpg

chronozphere
26-10-2008, 08:42 PM
Wow.. That vegetation looks great. Did you make those textures?? :)

Keep it up!

noeska
26-10-2008, 08:59 PM
Just curious: is the tree procedural created from code. Or it a mesh created with another tool (carera5)?

Mirage
27-10-2008, 05:33 AM
chronozphere, the textures are made in Photoshop from photos found in internet.
noeska, the trees are generated with Flora 3D
http://www.flora3d.narod.ru/
and then imported as a mesh.
This great tool generates good looking low polygonal trees but
unfortunately, its author wouldn't develop it further.
I'm planning a vegetation generator for the engine. It is needed anyway for serious outdoor scenes. Maybe someone interested in this too?

noeska
27-10-2008, 05:32 PM
that is very low on my todo list. I read on an opengl implementation in the book More OpenGL Game Programming http://glbook.gamedev.net/moglgp/