Page 2 of 2 FirstFirst 12
Results 11 to 15 of 15

  Click here to go to the first Developer post in this thread.  

Thread: When?

  1. #11
    Quote Originally Posted by (Opteryx @ July 26 2007,18:29)
    Quote Originally Posted by (mrj-fin @ July 26 2007,17:48)
    http://www.vbs2.com/site/press_tools_july_07.html There is out already this program to VBS2 so maybe we will see it too in arma soon. yeah visitor 4 have features like real time terrain editing...
    I read that yesterday...

    Come on, most terrain/map editors for games has a realtime terrain modifier, here it's reserved for VBS?!
    That's just stupid ***
    They paid 1500$ for it, you paid 50$. Plus they are also probably paying a bit extra for their version of Visitor. We are getting it for free.

    VBS is controled by BIA not by BIS.
    Click here
    Spoiler:

  2. #12
    Quote Originally Posted by [b
    Quote[/b] ]They paid 1500$ for it, you paid 50$. Plus they are also probably paying a bit extra for their version of Visitor. We are getting it for free.

    VBS is controled by BIA not by BIS.
    Well I paid ca. 50$ for BF2, Far Cry and will probably pay the same price for Crysis and they all had/will have these features in their free modding tools...

  3. #13
    After comparing WrpTool vs. Visitor, Oxygen vs. Gatebuilder, I dare to say the first dedicated ArmA islandeditor is to expected from the community, not the developers.
    OFP is living - ArmA is undead at best

  4.   This is the last Developer post in this thread.   #14
    Quote Originally Posted by (Opteryx @ July 26 2007,10:29)
    Quote Originally Posted by (mrj-fin @ July 26 2007,17:48)
    http://www.vbs2.com/site/press_tools_july_07.html There is out already this program to VBS2 so maybe we will see it too in arma soon. yeah visitor 4 have features like real time terrain editing...
    I read that yesterday...

    Come on, most terrain/map editors for games has a realtime terrain modifier, here it's reserved for VBS?!
    That's just stupid
    You know what's stupid? Completely making up baseless crap from misreading what was clearly stated...

    Quote Originally Posted by [b
    Quote[/b] ]
    The first public release of the VBS2 Tool Suite (available now) includes the following products:

    # Visitor 3: Terrain import and editing from source data (DTED, VMAP, satellite)
    It's a good opportunity to mention here that you need to do some serious prep work first in ArcGIS and Photoshop to crop and cull and define your GIS data before it is ready for Visitor.

    Second, we have this line :

    Quote Originally Posted by [b
    Quote[/b] ]
    The next-generation VBS2 Tool Suite is due for release in early 2008, including:

    # Visitor 4: Advanced terrain import and editing (includes Landbuilder)

    # Real-Time Terrain Editing: Modify terrain ‘on-the-fly’ using the Real Time Editor in-game
    Ok, I don't need to comment on the fact that V4 is not now, it is in the future. Anyways, your gripe was about real-time terrain editing, and how everyone else has one already. I kinda beg to differ on that. My understanding is that even the crytek products with all their spiffy PR bullet points still does it's terrain editing 'offline', but with a rapid preview.

    What's talked about here is the ability to manipulate the elevation matrix, and possibly the texture or terrain details while the scenario is running, and have those changes be optionally persistent as a modifier template, in addition to being synchronized across a network environment in real-time. That is entirely a different matter from what you are complaining about.

    In a gaming context for starters, what do you propose to keep it from becoming a 'master' cheat? If the capability exists within the engine code, ultimately it can be negatively exploited by griefers. Games that have had dynamicly deformable (destructible) terrain AND flight-sim style open terrain environments have normally used deformation culling, where after time the craters will 'fill back in' as the terrain sectors are streamed. Storing and transmitting those variations, especially at the higher terrain resolutions, can result in very heavy storage and transmission penalties. Go back and look at the matrix values for the WRP file formats on the Biki, then extrapolate the values by several orders of magnitude for the higher resolution terraingrid interpolations.



    And where is that band that so vauntingly swore, That the havoc of war and the battle's confusion,
    A home and a country shall leave us no more? Their blood has washed out their foul footstep's pollution.
    No refuge could save the hireling and slave, From the terror of flight, or the gloom of the grave;
    And the Star-Spangled Banner in triumph doth wave O'er the land of the free and the home of the brave!
    (3rd stanza of the Star-Spangled Banner)

  5. #15
    I never meant real-time editing ingame, I meant real time editing as in putting-a-brush-on-the-actual-terrain-a elevate/lower/distort/erode-whatever.

    My fears were that I would have to go back and forth between a 2d heightmap editor or Photoshop just make minute adjustments to the terrain without being able to view and manipulate the terrain in 3d realtime.

    I clearly misunderstood what was written, fortunately I'm not a native English speaker and also a very absent-minded
    person so I guess I'm excused.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •