Since the library is a DLL, would it be feasible to get it to generate texturedata and input it into zge?
Or is there any other way to procedurally generate textures and bumpmaps?
Werkkzeug3 TE and zgameeditor?
Moderator: Moderators
Hi keymasher,
ZGE has some texture generation components build-in though. And using the BitmapExpression component you can pretty much script anything you want
Welcome to the club ~
K
Possibly .. I'm not familiar with the .werkkzeug3 TE DLL / API, so it's hard to tell ( can't find anything on the DLL in the docs either ).Since the library is a DLL, would it be feasible to get it to generate texturedata and input it into zge?
ZGE has some texture generation components build-in though. And using the BitmapExpression component you can pretty much script anything you want

Welcome to the club ~
K
thanks for the quick reply, i checked it out, my math isnt that great just yet 
I also found http://www.fxgen.org/ which is a very similar to werkkzeug (if you look at the editor) and is open source, not sure how big the library is tho. (too tired to start compiling another object)

I also found http://www.fxgen.org/ which is a very similar to werkkzeug (if you look at the editor) and is open source, not sure how big the library is tho. (too tired to start compiling another object)

FxGen being open-source obviously means that you can add a function to return texture data to ZGE ( or bind the texture directly ), in case that isn't available already.
If you need help re-creating a Op from .werkkzeug or FxGen using BitmapExpression, just shout ~my math isnt that great just yet
K
- jph_wacheski
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- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
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FxGen is neat.., a few interesting/unique componets in there we could perhaps adapt to ZGE., or perhpas the DLL can be used to pre-generate bitmaps?
Anyway,. what types of textures are you trying to generate? I have been hacking around with the ZGE system long enouph to likely give some pointers/starting places if needed.
Anyway,. what types of textures are you trying to generate? I have been hacking around with the ZGE system long enouph to likely give some pointers/starting places if needed.
iterationGAMES.com
right now im trying to get a nice skin texture and bumpmap going, but i'm also interested in creating cement walls and various other things in my scene. See how far I could push it
Edit:
Got this response from werkkzeug
Unfortunately we are not selling any more licenses of .werkkzeug3.
There will be an Open Source release of .werkkzeug 4... some day. Look out.
Edit:
Got this response from werkkzeug
Unfortunately we are not selling any more licenses of .werkkzeug3.
There will be an Open Source release of .werkkzeug 4... some day. Look out.
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
Cool! it would be nice if they open source that one,. it has a few componets I woulds like to have in ZGE.
Here is a quick little concreat sotra' setup, should be easy to tweek out a bunch textures from here.
Just copy that bit of code and past directly in your Content in ZGE.
There is a Bumpmap script around somewhere in this forum,. rememeber to use the BitmapLoad component to generate the bump from somewere in the bitmap creation and not just form final bitmap,. this way you can get the bump to be generated from a simpler part of the texture,. .
Here is a quick little concreat sotra' setup, should be easy to tweek out a bunch textures from here.
Code: Select all
ZZDC<?xml version="1.0" encoding="iso-8859-1" ?>
<Bitmap Name="b_jphs_concreat" Width="4" Height="4">
<Producers>
<BitmapPixels NOfPoints="567" RandomSeed="3"/>
<BitmapBlur Radius="2" Amplify="0.35" Kind="1"/>
<BitmapNoise StartingOctaves="2" Offset="0.7" Persistence="0.5" ZHeight="12" Tile="255"/>
<BitmapExpression>
<Expression>
<![CDATA[this.Pixel=clamp(this.pixel,0.6,.7);
this.Pixel*=.5;]]>
</Expression>
</BitmapExpression>
<BitmapCombine/>
<BitmapExpression>
<Expression>
<![CDATA[//X,Y : current coordinate (0..1)
//Pixel : current color (rgb)
//Sample expression: this.Pixel.R=abs(sin(this.X*16));
this.Pixel=this.Pixel.r;]]>
</Expression>
</BitmapExpression>
<BitmapPixels Comment="re seed this for new patterns" NOfPoints="333" RandomSeed="43"/>
<BitmapBlur Radius="4" Amplify="3" Kind="3"/>
<BitmapNoise StartingOctaves="2" Octaves="5" Persistence="0.5" ZHeight="21" Tile="255"/>
<BitmapCombine Method="2"/>
<BitmapBlur Radius="5" Amplify="0.38" Kind="2"/>
<BitmapBlur Radius="2" Amplify="5" Kind="2"/>
<BitmapExpression>
<Comment>
<![CDATA[Generate the bump from here !
]]>
</Comment>
<Expression>
<![CDATA[//X,Y : current coordinate (0..1)
//Pixel : current color (rgb)
//Sample expression: this.Pixel.R=abs(sin(this.X*16));
this.Pixel=clamp(this.pixel,0,.6);]]>
</Expression>
</BitmapExpression>
<BitmapCombine Method="2"/>
</Producers>
</Bitmap>
There is a Bumpmap script around somewhere in this forum,. rememeber to use the BitmapLoad component to generate the bump from somewere in the bitmap creation and not just form final bitmap,. this way you can get the bump to be generated from a simpler part of the texture,. .
iterationGAMES.com