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Terrain Editor Demo.


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#1 ms_amos

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Posted 29 July 2011 - 01:53 PM

Our intern, Ivan, has been taking a look through some of the new features that the next version of Moviestorm will offer, and has created a short video showcasing some terrain created with the new Terrain Editor tool. You can take a look at this video over on the dev blog, and please feel free to post any comments you may have.
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#2 keithlawrence

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Posted 29 July 2011 - 02:21 PM

smile.gif Hurray!!! wink.gif

#3 alonzo11208

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Posted 29 July 2011 - 02:27 PM

Please tell Intern Ivan, that was a marvelous video! Camera work and choreography were great!

Now as to the Editor, it looks really good, however:

1.) Does it replace the "default" mountains that currently surround the grid in Moviestorm?

2.) Does it allow for a larger grid in Moviestorm? (if it replaces the mountains)

3.) Are you able to create walk paths on the edited terrain? IE. you create a mountain, and a puppet can maneuver up it.

4.) What are the limitations?

5.) Is there a rough list of specific terrain we'll be able to achieve? (i am aware thats why the video is there, but it's always nice to know specifically)

6.) Will they'll be pre-arranged terrains, like there are pre-fab sets?
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#4 warmanivan

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Posted 29 July 2011 - 02:37 PM

QUOTE (alonzo11208 @ Jul 29 2011, 02:27 PM) <{POST_SNAPBACK}>
Please tell Intern Ivan, that was a marvelous video! Camera work and choreography were great!

Thank you very much

#5 ms_amos

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Posted 29 July 2011 - 02:48 PM

Thanks guys, let me try to answer some of your questions ...
1) Yes, the default mountains are now editable with the new tools so you can keep them if you want or edit them to produce a new landscape.
2) We have been experimenting with a larger grid, and have plans to include it in the next version of Moviestorm. It's worth noting that nav meshes can be used in conjunction with the terrain to make navigable areas outside of the grid if you like.
3) Characters are still only able to navigate flat areas, I'm afraid. But having said that, characters are able to traverse stairs with nav meshes, so you could place a nav mesh under the terrain to make it look like that character was climbing a hill.
4) The terrain editor can only be used on the existing terrain mesh.
5) Difficult question. The terrain tools include a raise brush, a lower brush and tools to flatten, smooth and paint textures. I hope that this gives you an idea of the functionality, and some ideas for how it can be used.
6) The terrain will ultimately be saved in stock sets, I would imagine that we'll be providing some examples with the next release, so you can see what's possible with the new tools.
Hope this helps,
Amos

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#6 alonzo11208

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Posted 29 July 2011 - 02:58 PM

QUOTE (ms_amos @ Jul 29 2011, 10:48 AM) <{POST_SNAPBACK}>
Thanks guys, let me try to answer some of your questions ...
1) Yes, the default mountains are now editable with the new tools so you can keep them if you want or edit them to produce a new landscape.
2) We have been experimenting with a larger grid, and have plans to include it in the next version of Moviestorm. It's worth noting that nav meshes can be used in conjunction with the terrain to make navigable areas outside of the grid if you like.
3) Characters are still only able to navigate flat areas, I'm afraid. But having said that, characters are able to traverse stairs with nav meshes, so you could place a nav mesh under the terrain to make it look like that character was climbing a hill.
4) The terrain editor can only be used on the existing terrain mesh.
5) Difficult question. The terrain tools include a raise brush, a lower brush and tools to flatten, smooth and paint textures. I hope that this gives you an idea of the functionality, and some ideas for how it can be used.
6) The terrain will ultimately be saved in stock sets, I would imagine that we'll be providing some examples with the next release, so you can see what's possible with the new tools.
Hope this helps,
Amos


1.) THAT sounds good, I'm sure those who filed for the "Remove the Mountains" Campaign will be equally joyed.

2.) News of a plausibility in a larger grid is welcomed and well needed indeed.

3.) That's unfortunate, but beggers can't be choosers.

4.) Ah ok, thats good.

5.) Oh that's even better! And yes it does give me a rough idea.

6.) Oh that's also good.

All in all, the Terrain Editor sounds and looks to be a nice addition. Will be waiting...

Until then,
STORM ON!
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#7 warmanivan

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Posted 29 July 2011 - 03:14 PM

alright, before anyone starts thinking anything:
This was created using a Development version of Moviestorm that is still a Work In Progress

right, now that is out of the way.
Have got a few images of sets to show what they look like in Moviestorm currently so that you can get an idea of how the set editor will let you make scenes.

At the moment (this is a big ATM) you can only place characters on Navmeshes which is why all the characters are standing on the Orange platforms which is the mobile Navmesh

Attached Files



#8 rampa

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Posted 29 July 2011 - 03:55 PM

Looking great MS team! Now if we could just create a matching (stepped) navmesh that would fit like a glove automatically. rolleyes.gif

This is a very nice looking addition, thanks.

#9 boxrocks

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Posted 01 August 2011 - 07:08 PM

Sounds good. You resparked my interest in moviestorm. If only we could get some more weaponry. Kind of steampunky and futuristic?

#10 warmanivan

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Posted 02 August 2011 - 10:05 AM

QUOTE (boxrocks @ Aug 1 2011, 07:08 PM) <{POST_SNAPBACK}>
Sounds good. You resparked my interest in moviestorm. If only we could get some more weaponry. Kind of steampunky and futuristic?


Steampunk.... it must be done!

-plots to try and convince chris-

#11 primaveranz

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Posted 02 August 2011 - 12:59 PM

QUOTE (warmanivan @ Aug 2 2011, 09:05 PM) <{POST_SNAPBACK}>
Steampunk.... it must be done!

-plots to try and convince chris-


I must resurrect these plans.
wink.gif
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#12 EugeneE

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Posted 05 August 2011 - 02:07 AM

Just watched the video and I have to say that have editable terrain is excellent.

Moviestorm keeps getting better and better.


#13 boxrocks

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Posted 05 August 2011 - 04:08 AM

QUOTE (warmanivan @ Aug 2 2011, 10:05 AM) <{POST_SNAPBACK}>
Steampunk.... it must be done!

-plots to try and convince chris-


It might work if others agree with us
(reply and say its a good idea wink.gif )

#14 boxrocks

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Posted 05 August 2011 - 04:08 AM

Fixed double post.

#15 Walvince

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Posted 15 September 2011 - 07:05 PM

Do you already know if the sets we are building now will be compatible with the future update ? I indeed need the future update for my movie but I won't begin to build something if I can't use the new features later^^
Sorry in advance for my bad english^^


#16 Armanus

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Posted 15 September 2011 - 07:24 PM

I believe it was mentioned that this only affects terrain outside of the grid, so assuming your set is within the grid I would think it should be fine.

#17 ms_amos

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Posted 16 September 2011 - 09:06 AM

That is correct, content that you create in 1.4 will load without issue in the next version of Moviestorm.
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#18 MefuneAkira

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Posted 16 September 2011 - 08:59 PM

Looks great. I enjoyed the demo as well.

#19 Walvince

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Posted 16 September 2011 - 09:05 PM

Cool ! I didn't understood that we only could modify the terrrain outside the grid but it shouldn't bother too much^^ Thanks.
Sorry in advance for my bad english^^


#20 corthew

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Posted 17 September 2011 - 02:10 PM

QUOTE (Walvince @ Sep 16 2011, 05:05 PM) <{POST_SNAPBACK}>
Cool ! I didn't understood that we only could modify the terrrain outside the grid but it shouldn't bother too much^^ Thanks.


I thought that as well.
This is fine too but I thought they had work beyond the limits of the fixed grid.

damn. sad.gif

The upgrade will only be "mostly" awesome.smile.gif

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