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Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team of rather different characters the player investigates, and if required fights, his way through a large case. How you solve the case is though up to you. Combine the strength of your team members is important as no team member alone can crack the case alone.

Report RSS Terrain Textures Revisited

This news post divides in two major parts. The first part is the World Editor which has been pushed forward. There are many changes so I stick to a small list of changes and a few images. Reworked the properties panels for various objects. Changes are now done directly hence you can change for example

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This news post divides in two major parts. The first part is the World Editor which has been pushed forward. There are many changes so I stick to a small list of changes and a few images.

  • Reworked the properties panels for various objects. Changes are now done directly hence you can change for example the X Position and this is one undoable action.
  • Added classification system for Object Classes and Terrain Meshes. Classes are now categorized as well as tagged. You can therefore search for classes in a Category Tree or you can filter for classes using a list of Tags ( screenshots ).
  • Added fully working Engine Control Center ( ECC ). This is especially interesting for Module Developers as you can mess with the engine modules from inside the editor. This way you can easily test your world using different configurations ( from big time lighting shaders down to simple renderers ).
  • Improved the main window with toolbars as well as implementing more intuitive world editing including locked transformations as well as quick property changers ( for example toggling light sources ).

The World Editor is still work in progress but is getting closer to the point where it is deployable.

The second big update concerns the Terrain System. As many games today ask for huge worlds to roam around a sophisticated terrain system with outstanding texturing abilities are required. To cope with this requirement the new Terrain Multi-Texturing System has been introduced into the Drag[en]gine. While similar to existing systems it takes the principle idea a step forward allowing for more complex and rich terrain mapping. Like always I will not loose too many words so have a look at the linked topic for an in depth description.

Our guy for terrains handed me over a very simple terrain for a first test-run of the with granted bad textures but it is enough for a first impression. We are working on producing a detailed terrain with proper textures for your viewing pleasure so until then have a look at this little puppy.

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myles
myles - - 854 comments

Thats cool :) Nice Work!

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