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MSFlynn

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Posts posted by MSFlynn

  1. You should record (in every way possible) the process and your experience in programming this new program because that will be of great value interest.

    I'll give it some thought. I've got to do a lot of experimentation first which basically requires me to create landscape features by hand and see if I can figure out a way to create them programatically. The new ideas I have center around extrusions and differing mesh density. I'd also like to create a way for users to indicate things like rivers, lakes, cliffs, mesas, mountains, hills, etc.

     

    At the moment, all I'm going to try and do is see if I can figure out how to port AMT from VB.NET to C++.Net. You'd think it would be fairly straight forward - just create the MFC app in C++ and copy the interface and controls then add the appropriate code. Unfortunately, at least in C++.NET 2005, you have to jump through hoops just to display a picture on a button whereas in VB.NET it's already one of the button's properties, but then VB.NET was written specifically to create Windows apps and C++ was not.

  2. I was thinking about trying to rewrite the old Beta 3 code in C++ as a plugin. I was looking at the SDK Grid plugin code and while some of it makes sense, some of it I can't understand at all. When you click "Ok" it creates your grid but to do that it needs the code for Evaluate.cpp. However, when I look at the code for the Ok button click all it shows is the users input from the control selections being saved to the registry for loading the next time the wizard is opened. Where is Evaluate.cpp called? This is one of the many reasons I hate trying to learn C++ - it's completely opaque compared to Visual Basic.

     

    In any case, I have a totally new concept for AM TerraForm which I am going to code in Visual Basic. If it works the way I envision it, it will go beyond any landscape generator that I've ever seen. (Not that I've seen them all!). It will be very slow to come to light though - I'm still primarily focused on music.

  3. I was debating whether to create a forum area for your program so that folks could better find it that way. I wasn't sure whether you still had A:M Terrain available.

    It's available on my website: AM TerraForm

    What amazes me about your program is how you've managed to create and manipulate splines at the programmatic level with such a nice interface.

    Perhaps some day you can relate to us how one begins to approach creating such a program as the one you've created.

    Not being a programmer, it's all magic to me!

    Thanks, but I'm not exactly a programmer either in the sense that I can write but I'm not a writer.

     

    AM TerraForm doesn't "create and manipulate splines at the programmatic level" - it manipulates bitmaps and each pixel in the bitmap represents a CP in AM.

     

    As far as the "aha!" moment, that came when it became obvious to me that DXF import for landscapes would never be particularly useful so, knowing that AM saved .MDL files as ASCII text, I simply began with the assumption that if one knew in one's mind the exact construction of a model in AM, e.g. the coordinates of every CP and everything else that makes a model a model, then one need not even open AM to create it; it could be typed into a text editor and opened in AM as a complete model ready for use.

     

    One of the big drawbacks for AMT is that it's a stand alone program. Originally I wanted to try and create it as plugin for AM but I couldn't get any help from the AM plugin programming community - I don't know C++ but I could figure out how to make AMT a plugin if I had some examples of using the AM SDK such as how to create splines/patches in the plugin and then have them appear as a new model. After I did AMT I got as far rewriting Steffen Gross' Sample.HXT for VS .NET 2005 but that's it.

  4. I've opened the project and it seems that there over 70 errors that are all DirectX related. I'm in the process of buying a house and moving. When I get settled I'll see what I can do to get it to work in Windows 7.

    Bad news:

    All versions of the code for AM TerraForm from Beta 4 to 1.0 seem to be gone. I have no idea what happened. I opened that file a little over 4 months ago. I did a system reinstall on that computer a couple of months ago - the only thing I can think of is that Visual Studio .NET 2005 automatically saved projects in the user's My Documents folder and that maybe starting with Beta 4 I just left them there and forgot about it because I always saw the AM TerraForm folder in my folder that I usually save any and all work in. In any case, they're gone as far as I know so v1.0 is all there is.

     

    It can be run in Windows 7. I use Windows 7 Ultimate 64-bit and it installs just fine. The first time you run it you have to disbale 3D Preview and leave it that way. And you can't manually enter in values into any of the boxes - you have to use the spinners and sliders. Every time the error window comes up you can click Continue and keep going. When you're done, you'll have to click Quit from the error window.

  5. Yet another prodigal son. Like many, my AM journey began with Playmation. It was late in 1992 and like many aspiring 3Ders, I could not afford software like 3D Studio, SoftUmage, Lightwave, etc. I had Autodesk's Animator which was 2D and POV Raytracer which was free. I used to render out sequences from POV and animate them in Animator. I also did 3D simulations with Animator. I had picked up VistaPro and was creating landscape stills and some flythroughs. I had just gotten into computers and DTP/Graphic design in 1991 and was always reading PC World and PC Computing. One day in late 1992 I was flipping through one of those and in the back, amoungst pages of ads, something caught my eye. It was a small ad, maybe 3" tall by 2" wide featuring a guitar with a face. The ad was for Will Vinton's Playmation. 3D modeling and animation software that ran in Windows and not DOS like everything else? And only $349? I decieded that since it was so inexpensive that it had to be pretty crappy but at least I might be able to learn something until I could afford "real" software. (Don't judge me - I know I'm not the only who ever thought that!)

     

    I ended up being hooked and never really had any interest in other software except to want some of their features in AM. My passion then, and now, is creating landscapes and sci/fi imagery. When Animation: Master v2 was released in 1993? (there was no AM v1 if I recall correctly) I was still bummed that there was no support for DXF import. I wanted to get my VistaPro landscape meshes into AM.

     

    On a different timeline of my life, I was also an aspiring guitarist. (Isn't everyone?) I had gotten serious about it at age 23 in 1984. From '87-89 I was in hard rock/heavy metal band that never played a paying gig and never really got out of the basement. When I got into computers in '91, I started playing guitar less and less. In '99 I heard about Line 6's GuitarPort and subscription service to custom backing tracks to play to and started playing again.

     

    I was still spending a lot more time with AM than guitar though. I had written a small, extremely slow program called GridWizard to create AM model files from VistaPro ASCII Z data. I knew nothing of programming and had to learn Visual Basic to do it. A couple of years later I re-wrote it in C++ and it was much faster. In 2006 I used VB .NET to re-write it again and added a lot of features/options.

     

    Also in 2006 Line 6 came out with their POD XT Live floorboard and that's when I started to gravitate more towards playing guitar than using AM (I upgraded to the HD500 last year).

     

    In 2008 I moved from SE PDX, where I was born and raised, to SW PDX in Beaverton because gas was closing in on $4/gallon and I was driving 25 miles each way to and from work. Right around the corner from my new apartment was a little cafe and bar that I started to frequent with a friend from work. He found out that they had Karaoke Fri-Mon from 9pm-1:30am so one Monday night we went over so he could sing. We got to talking with the KJ who also happened to be the owner of the entertainment company. I had had an idea for awhile and this was an opportunity for it so I pitched him the idea of "Guitaraoke". I would supply the backing tracks and play all the main rhythm and lead guitar parts and people could come and sing as if it were a regular Karaoke track. I had to learn to create the .CDG files for the backing tracks to make them work like Karaoke files and to do a good job, they usually took me 6-8 hours. It was at this point where I had to decide where my time would be spent because I could no longer concentrate on both hobbies and be happy. I realized that I was far more anxious and depressed if I wasn't learning new songs to play than if I wasn't working on some AM project so I left AM behind. Not that the urges weren't there - I gave in over 2 years ago and did this image: Dogstar with v13.

     

    I did the guitaraoke thing 2-3 days/week for 4 years until late last summer the economic vicissitude's of the times put an end to Karaoke at Malone's. It was within walking distance if I wanted to walk (I never did since I always brought my board, a rack and 7 guitars) but I could drive there in a couple of minutes. None of KAZ's other Karaoke venues were close enough to be considered convenient and I didn't really want to try and find any place close enough to try and convince them to let me try Guitaraoke so I've been sitting at the home studio stagnating on Guitaraoke because I don't know if I'll ever do it again, and wondering if I should put out singles on iTunes for wait until I have enough finished material for a whole CD. (I have enough material to create 3 instrumental CDs if I were to finish everything). Currently, I've got a bug up my butt to do my own take on the first movement of Beethoven's 5th symphony so I've been working on that for the last 6 weeks. I have two songs ready to record that you can listen to here if you're interested: Soundclick.

     

    Hopefully in the next couple of weeks I can close on my first house (if BofA will get off their lazy sitting parts and finish the repairs!) and get moved to Lafayette. Once I'm settled in, my fiancee and I will decide if I'm going to try and find someplace(s) in Newberg and/or McMinnville to do Guitaraoke. In the meantime, the AM itch is setting in (not that it ever really left - I'm still always checking out my surroundings and asking myself how I would model this or that).

     

    Anything I do with AM will in all likelihood be sporadic but I think, at age 50, that I'm ready to divide my time between AM and guitar again, even if it's 80/20.

     

    Here's hoping that it all doesn't end 12/21/12!

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  6. I opened the old project up and there are over 70 errors. It looks like they're all DirectX related. I'm currently in the process of buying a house and moving with my fiance and step daughter. When I get settled into the new "man cave" I'll see what I can do about compiling a new version to run with Window 7.

  7. My computer is on it's last legs so updates will be kind of slow for awhile until I can get around to building a new one. I'm happy with the sand texture, working on a a basic rock texture. Unfortunately, in this rendering, rocks are coming up right where the skull is resting - that will get fixed in a later render.

     

    ef_wip_3.jpg

  8. Do you think maybe the terminator on the planet should be sharper?

    I just used the shadows as rendered in AM. In the final image below, I took those same shadows and dropped them onto a couple of more layers to create a more defined terminator as per your suggestion.

     

    Final Image:

     

    dogstar.jpg

  9. That's turning out well. Is there a story in the works?

    Thanks! And no, there is no story. I saw some game advertisement on the web and liked the way they had their space scenes - where space wasn't black and on a whim opened Photoshop and messed around for about 20 minutes and decided that I needed to just go ahead and create a complete scene.

  10. If you look at the earlier renders in the engines, you can see some angular shadows which I found to be rather strange. During my experimenting with the lighting I cranked up the global ambiance and it turned out that parts of the engines were rendering peaked instead of curved; apparently the choreography was somehow corrupted. So I rebuilt it using the project I had been using to test the lighting. Now I have the shadows I was looking for and am back on track with the image.

     

    wip6.jpg

  11. Try deleting all your lights and put one new one in to start.

    I've messed around quite a bit and have come to the conclusion that for whatever reason, the shadows are not rendering (or at least not showing up if they are rendering) because the light is pointing right at the camera. I'll post some pics tomorrow.

  12. You do have shadows ON in your render options, right?

    Yes.

     

    It might have something to do with your AO settings. If it's too high it will affect the shadows being cast by other lights.

    It's not that - I have no global ambiance set.

     

    I've narrowed the problem down to the Rim light - it's set to cast shadows but it's not casting any at all.

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