LOADING TERRAIN FAILS
I have downloaded the " cunerpicus " folder , and faced different problems :
A_ The PNG are in an unknow format , GIMP can't open them .
They are supposed to be Height map , but the size of the files are suspects :
lyed_terrain512 size is 120 ko only , so perhaps they are corrupted .
B_ cunerpicus was designed at a time where there was a " terrain " folder into " Data\" .
I created this folder , but i'm not sure that the VSFileSystem is aware about that .
I just give " terrain/lyed.sphereterrain " as parameter , hoping that is enough for VS .
It seem ok because in the continuous terrain constructor :
FILE *fp = VSFileSystem::vs_open( filename, "r" );
if (fp) { // i checked and fp is true }
C_ " terrain/lyed.sphereterrain " format is matching the parameters of QuadTree::LoadXML(...) , but they don't match the
ContinuousTerrain::ContinuousTerrain( const char *filename, const Vector &Scales, const float mass ) constructor's inside loaders .
They use " VSFileSystem::
vs_fscanf( fp, "%d %f\n<%f %f %f>", &width, &tmass, &this->Scales.i, &this->Scales.j, &this->Scales.k ); " to read the params
in the file , and that is not a XML procedure .
So i logcally think that a .txt is needed here , like it is showed in the Data\mission\test missions variables :
<!-- <var name="continuousterrain" value="
continuousterrain.txt"/>-->
WHAT TO DO :
You can help me by trying to find an example of continuousterrain.txt in the svn .
I , in my side , will
try to deduce the format and produce a test file using :
VSFileSystem::vs_fscanf( fp, "
%d %f\n<%f %f %f>", &width, &tmass, &this->Scales.i, &this->Scales.j, &this->Scales.k );
As alternative , i will hardcode the values of width,tmass,Scales .
But i have no idea of the values to give , so that is really tricky .
An option is to first try to use Terrain only , as continuousterrain uses ** to it :
data = new Terrain*[numcontterr];
I will try that also .
Okay , i'll report back later .
EDIT :
GENERAL ROAD MAP AND USE OF CONTINUOUS TERRAIN
:
Somewhere i forgot to say what i plan to do with continuous terrain .
So first , we know that continuousterrain is loaded within a mission file .
How to make the transition from space flight to ground/3d base exploration ?
ORBIT GROUND TRANSITIONS
_ A new set of functions need to handle the transitions from orbiting to descent ,
the ways i imagine are :
*Splashscreen ( the actual system in use for gamestate change)
*Video CInematics ( A video that shows the descent/landing , but that need a video per vessel ...
* Game cinematics ( The camera is on the ground , and the vessel lands in autopilot-mode )
_
Landing against Docking
Actually , vessels (units ) are not coded to land , but to dock .
The land function need to be coded , and could handle animations ( video or game cinematics too )
_
Physics system seem to work differently when using terrains : With a vessel , you are in
constant collisions , i don't know why . Probably because of the kind of mesh we use ( there is a rference to a porsche somewhere , we need to check if the physics code is linked to wheels parts , etc ....
_
My personal idea is not to use vessels in terrain , but characters like a MMO RPG style ,
to explore buildings ( future bases modeled in 3D )