That's a good question.
Different tools support/prefer different formats. That's why Scape can import from and export to a bunch of different formats:
8-bit (0 ... 255): BMP, PGM, PNG, TGA, TIFF, RAW
16-bit integers (0 ... 65536): BMP (using Unreal's color encoding scheme), PGM, PNG, TIFF, RAW
32-bit integers (0 ... 4294967296): TIFF
32-bit floats (0.0 ... 1.0): TIFF, RAW
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About Me
I'm a senior specialist programmer at Vanguard Games in Amsterdam (the Netherlands), and helped realise their multi-platform games Greed Corp and Gatling Gears. I received a MSc in Media and Knowledge engineering from the Technical University of Delft in 2008. Visit my blog (www.decarpentier.nl) for some in-depth game-related tech articles, or follow me on twitter (@decarpentier_nl).
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In Topic: Procedural noise shaders article and DL
01 July 2012 - 08:45 AM
In Topic: Procedural noise shaders article and DL
30 June 2012 - 09:16 PM
Hi Alienizer.
No, not directly, but it can export the heightfield as greyscale image, which can probably be used in your favorite modelling tool (blender, max, maya, ...) to displace a plane and just export it from there instead.
Although the feature could be added to Scape, i'd image it wouldn't be used that often, as modelling tools are often just as happy to work with heightfield images, and most game engine require a heightmap input image (instead of mesh) for their terrain system anyway, as they generate the terrain mesh on the fly (based on the exported image) for performance reasons (lod, bandwidth, culling, ...).
No, not directly, but it can export the heightfield as greyscale image, which can probably be used in your favorite modelling tool (blender, max, maya, ...) to displace a plane and just export it from there instead.
Although the feature could be added to Scape, i'd image it wouldn't be used that often, as modelling tools are often just as happy to work with heightfield images, and most game engine require a heightmap input image (instead of mesh) for their terrain system anyway, as they generate the terrain mesh on the fly (based on the exported image) for performance reasons (lod, bandwidth, culling, ...).
In Topic: Procedural noise shaders article and DL
30 June 2012 - 10:31 AM
For those who are interested: I just released the free binary and all of the source code for Scape at www.decarpentier.nl/scape.

Enjoy!
Giliam

Enjoy!
Giliam
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