News:
5-17-2010
I am tired of Spam. I setup captcha tonight on my contact us page.
2-2-2010
I have taken a very long break. It has been about 2 years now and I am working on my programming hobbies once again. I have spent the last 2 years honing my OOP skills and developing best use policies. It has changed the way I develop. I will be refactoring much of my previous code and adding some of the finishing touches to many of my projects.
More info to come!
10-22-07
Hundreds of new Alpha-mapped textures are now available at unbeatable prices! Be sure to check them out by clicking the image above or selecting 'Products' from the left navigational menu!
10-11-2007
TerrainScape Update:
I put together some renderings of terrain which was developed with Satellite Imagery. I am reworking some of the code to be a little more efficient during updating of the terrain. More progress on this and Weedworks should be expected on a more regular basis.
4-23-2007
TerrainScape Update:
I have gotten a few really cool things finished up with TS in this update, namely real time Supertexture painting, real time heightmap editing, limb controls, and much much more. I won't be updating TerrainScape for at least a month as I have some contractual obligations to fulfill. When that is out of the way I will be stringently focused on TS again. Anyways, lets keep it short and let the screenies do the talking:
3-12-2007
TerrainScape Update:
A lot of work has been done lately with the interface and Layers. We now have a scalable layer interface, which allows you to directly edit each layer within the layer stack.
Direct painting on the Layer canvas has become a reality, soon you will be able to add and remove layers to the stack so you can easily modify just the layers individually and perform boolean operations on multiple layers.
I broke my back 2 weeks ago, so I have been in bed quite a bit. It hasn't slowed me down too much, I spent my time focusing on sandbox application modules, chunks of code that I could directly
implement into this project. For instance, I made a painting program which has been ported into the heightmap editor. Within a week, I will have vertex-based painting fully functional.
2-22-2007
TerrainScape Update:
I am fairly excited about this at the moment so I have another update. All 6 of these screenshots were created in 5 minutes, no I am not exagerating and no I am not kidding. 5 Minutes!
I fixed a few problems with using different formats, enabled the ability to change the Heightmap, detail and supertexture on the fly. I have the UI in place for further modification of the terrain, such as scale and other advanced options.
Once the UI is further developed, I will continue work on terrain deformation and terrain layers.
More to come!
2-21-2007
TerrainScape Update:
TerrainScape's interface is beginning to take shape folks! I have spent a bit of time on considering the end user and how they should interact with the interface, what they would expect to see, what best graphically represents what they would like to do to the terrain through iconic imagery and how I can tie all this 2D mumbo-jumbo into meaningful alterations to 3d space and terrain.
I am allowing the user to have control over such things as refresh rate, speed of movement, hiding and showing different windows and other program configuration. The interface is adorned with a photoshop-like tools window which will allow for direct object placement onto the terrain and eventually terrain based painting.
2-12-2007
TerrainScape Update:
TerrainScape now supports script-based placement of objects, which include trees, rocks, grass etc. You have full control over how many objects to place, and their ceiling and floor thresholds via a graphic interface.
Individual object placement and erasure is also implemented as well as a few bugs have been identified and fixed in the latest version.
New plans have been made for distance-based display of trees, shrubs and grass. Billboarding will appear in the next update, allowing for distantly rendered trees and other shrubs.
Slope based placement will be implemented in a future release which will keep objects from being placed on slopes greater than a user-defined value (example, you can tell the auto-scriptor to not place grass on slopes greater than 15 degrees etc.)
More to come soon!
1-24-2007
TerrainScape is currently under development with a soon to be
determined release date!
TerrainScape allows for a full-featured terrain generation application,
complete with individual vertex manipulation, greyscale (grayscale) heightmap
exportation, super-texture application as well as detail layer controls.
TerrainScape can be used to generate:
- Mountains
- Rolling Hills
- Plains
- Waves/Water
- Volcanos
- Ridges and Cliffs
- Valleys and Craters
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