F.L.E Thread #3

Miscellaneous Forums/Blitz Showcase/F.L.E Thread #3

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thanks. jfk. Those are blitztrees however. I havent made any of my own. Made a help file.. its in this code box, and will from now on me included in the zip.

F.L.E v1.0
The Free Lanscape Editor .  by Rifraf ( Gamemaker04@... )

HELP

Section 1. moving around and choosing brushes
Section 2. Choosing and using textures
Section 3. Functions

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S E C T I O N #1    moving around and choosing brushes
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  when you start FLE you will see 2 GUIs or Graphical menus.
  the movement GUI is the one near the bottom right corner 

)  It has many arrows on it, and also has many checkboxes.
)  You can left click on these arrows to navigate.  
)  One set will  turn you left and right, and tilt you up and down.  
)  The other set  will move you up, down, left and right.  
)  The two arrows near the upper  middle of this GUI will Move 
	 you forward and backward
) The small dot near the forward and back arrows will reset your turn and tilt
  On this GUI you will also see alot of brush selections. Ill explain each one here.
) you may also use arrow keys, and insert, delete, home, end, page up, and page down for 
 movement controls.
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[[[[[[[[BRUSHES]]]]]]]
===============

(((PAINT))). when you select paint.  and hold the right mouse button on a terrain area. 
then that area will fade into the active texture.
(((RAISE))). when you select raise, and hold the right mouse button on a terrain area
then that area will lift, and terraform to a higher position.. 
(((LOWER))) similar to the raise brush, but instead of moving the terrain upward, it will 
fall downward.
(((PULL))) This brush will pull the selected area of terrain in the direction of its own normal.
 (normals are the direction a peice of terrain is facing)
(((PUSH)) Similar to raise brush, but PUSH will move the selected area of terrain away from 
its own normal direction (normals are the direction a peice of terrain is facing)
(((COLOR))) this brush when selected will prompt you to select a color, then when you use 
brush you will alter the color the selected area of terrain.
(((SMOOTH)) this brush will smooth out sharp edges in the selected area of terrain.

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S E C T I O N #2    choosing and using textures
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FLE will start with the startup textures in place.  they are.
             Tex1.png, Tex2.png, Tex3.png, Tex4.png, Tex5.png, and Tex6.png

1).To select your active texture use the left and right arrown on the TEXTURE slider
2).To replace active texture with another texture on your hard drive you simply click 
	on the thumbnail image of the active texture.
3).You may change a texture at any time, and the current terrain will instatly reflect the changed
texture.  You may also change the active textures scale using the TEXTURE SCALE slider arrows.
4). You may use the BRUSH SPEED slider arrows to select how fast a painting operation will fade
the active texure onto the terrain.
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S E C T I O N #3   FUNCTIONS
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Functions are used by clicking the function button on the left gui window.
the function buttons in this version are.

Ridge, Smooth, Autotexture, Randomize, New Map, Light Map, Load FLE, Save FLE, 
and Export.

Lets go over them
1). RIDGE .  this will paint the active texture onto steep slopes.
2).SMOOTH .  This will smooth out rough edges and points on the entire terrain
3).AUTOTEXTURE.  This will assign heigt values to each of the 6 textures, 1 being the 
lowest and 6 the highest. Then it will paint all areas of the terrain based on height.
Your current BRUSH SPEED setting will effect how opaque this effect is. You should 
set it all the way up(to the right) for the most obvious effect.
4).RANDOMIZE  This will paint random textures across the entire terrain.
5).NEW MAP,  With this you can start a fresh map, and select a new terrain size
6).LIGHT MAP.  This will highlight and shadow areas of the map, and it will assume
the light source is located at your current location.
7).SAVE FLE.  this will save your work in a format that FLE can reload later, so 
that you can continue working on the terrain where you left off at a later time.
8).LOAD FLE.  this will load a previously saved terrain
9).EXPORT.   This will save the terrain as an optimized .B3D mesh.  Usually tris and verts are
cut in half.. or greater. When you export FLE will also save a lightmap and a colormap. 
you dont need to use these in Blitzbasic when you load a B3D file, however if you choose to not
use vertexlighting then these two files will be useful. then are .bmp files.


Thats pretty much it for now.  things i plan to add are
1).Object placement(any 3d model)
2).Dynamic debris creation and placement ( rocks ect)
3).Direct X mesh exporter *.X

Thank you for trying F.L.E.   I hope you find it useful.

alot of thanks goes out to the blitz community, alot of small functions from the code archives were adapted to be used in this program. 

     -Jeff (Rifraf) gamemaker04@...