Raiseland

Raiseland

aivezz Aug 10, 2015 @ 11:19am
What engines can I export the maps to?
^^
< >
Showing 1-11 of 11 comments
David M.  [developer] Aug 10, 2015 @ 1:19pm 
Hi,
Any engine that supports .obj meshes or .raw (16 bits) heightmaps will be compatible.
Some of them are: Unreal Engine, Unity and CryEngine.
3D editor tools (like Blender) supports these formats too.
rstralberg Aug 10, 2015 @ 1:24pm 
Export to Leadwerks Engine works using heightmaps
http://steamcommunity.com/sharedfiles/filedetails/?id=497031696
Last edited by rstralberg; Aug 10, 2015 @ 1:31pm
Spanner_Man Aug 13, 2015 @ 10:24am 
Originally posted by David M.:
Hi,
Any engine that supports .obj meshes or .raw (16 bits) heightmaps will be compatible.
Some of them are: Unreal Engine, Unity and CryEngine.
3D editor tools (like Blender) supports these formats too.
May I suggest that you also include this info on the store page - I was about to skip past thinking of adding this to my wishlist (which I usually always go back to when I have money set aside) until I saw this discussion

For example change the following;

Generic exporting
Raiseland provides multiple exporting options. Terrains can be exported to a mesh format, .obj/.mtl (with textures on .png format), and to a heightmap format: .raw (16 bits). Engines include Unreal Engine, Unity and CryEngine.
Last edited by Spanner_Man; Aug 13, 2015 @ 10:26am
David M.  [developer] Aug 13, 2015 @ 2:05pm 
Hi,
Thanks for the suggestion, you are certainly right. I'm going to change a little bit the store page to add more info, including that. Moreover, I will show some new features (related to Unreal Engine) that I'm currently developing.

Thanks for the feedback!
Spanner_Man Aug 14, 2015 @ 2:17am 
Originally posted by David M.:
Thanks for the suggestion

Your welcome. I'd rather support software thats native on Linux then needing to be run via wine.

Originally posted by David M.:
I'm going to change a little bit the store page to add more info, including that. Moreover, I will show some new features (related to Unreal Engine) that I'm currently developing.

I'd love to see that in action (via YouTube etc).

A suggestion perhaps is considering adding in YouTube videos for certian sections of your docs. Personally I like to read as thats how I learn but not everyone learns like that. Some need to be actually shown what to do step by step (visual learning)

It may be a bit more then what your intending with Raiseland but it will give you that edge over others that only have just docs only. Perfect example of visual learning is of course the videos on Unreal Engine wiki (https://wiki.unrealengine.com/Videos)
David M.  [developer] Aug 15, 2015 @ 9:00am 
Hi again,

I've just released the version 1.1.0 with some new features (Unreal Engine support has been improved) and I have made some store page updates thanks to your suggestions and questions.

I know that it would be amazing to have these videos, but my spoken English is bad. However, I'll try to find another solution to this problem.
aivezz Aug 15, 2015 @ 9:58am 
Originally posted by David M.:
Hi,
Any engine that supports .obj meshes or .raw (16 bits) heightmaps will be compatible.
Some of them are: Unreal Engine, Unity and CryEngine.
3D editor tools (like Blender) supports these formats too.

Would that include source by any chance? Could be useful for SourceFilmmaker
David M.  [developer] Aug 15, 2015 @ 10:58am 
Hi,
Raiseland supports the most common formats, but that can be a little bit difficult. I'm not a Source expert, but after some reading I think you'll be able to use Raiseland terrains by using free third-party software for a format conversion, see:
https://developer.valvesoftware.com/wiki/Digital_Elevation_Models
https://developer.valvesoftware.com/wiki/Blender_Source_Tools

Hope it helps
aivezz Aug 15, 2015 @ 11:02am 
Originally posted by David M.:
Hi,
Raiseland supports the most common formats, but that can be a little bit difficult. I'm not a Source expert, but after some reading I think you'll be able to use Raiseland terrains by using free third-party software for a format conversion, see:
https://developer.valvesoftware.com/wiki/Digital_Elevation_Models
https://developer.valvesoftware.com/wiki/Blender_Source_Tools

Hope it helps
Thanks.
Qai Aug 15, 2015 @ 6:43pm 
Originally posted by David M.:
Hi,
Raiseland supports the most common formats, but that can be a little bit difficult. I'm not a Source expert, but after some reading I think you'll be able to use Raiseland terrains by using free third-party software for a format conversion, see:
https://developer.valvesoftware.com/wiki/Digital_Elevation_Models
https://developer.valvesoftware.com/wiki/Blender_Source_Tools

Hope it helps
Raiseland can definitely work with Source. If I might make a kind suggestion David, I think it will really be worth your while to follow closely the development/release of the Source 2 engine (currently available as a beta for Dota 2 Reborn, which comes with the full authoring suite such as model, particle, and world editors). The reason is that Source 2 will eventually be released as a standalone engine that will be FREE for devs (the only restriction being that products must be sold on Steam at the very least, though not exclusively as the same product can be sold independently).

Source 2 will be a direct competitor of the Unreal, Unity, and Cry engines capable of AAA titles. It will be extremely accessible to indie devs and hobbyists. Having Raiseland be integrated seamlessly with Source 2 I believe will go a long way for people to adopt it instead of jumping through hoops like Blender Source Tools.

I myself use Blender Source Tools, but it's use is more for people making Workshop content and being able to load Valve-released assets so as to be able to modify them. Raiseland should be able to bypass Blender altogether and work, for example, with Hammer (i.e., Valve's world/map creator).

I would recommend you have a look if you already aren't familiar with Nem's Tools. These are a popular set of tools for working with Source files/games. The following might be of more direct use for you (the terrain generator):

http://nemesis.thewavelength.net/index.php?p=8

Definitely be sure to get hold of a Source game (half-life, left 4 dead, dota) to have access to Hammer.

I haven't yet purchased Raiseland as funds are a bit tight, but your program is definitely on my list to get. I am following it very closely and based on what I've seen so far I think you have a very solid product that can go a long way. The easier you make it for people to jump through less hoops, some added tutorials, and a bit of marketing I think you have the potential to make Raiseland and industry standard for indie devs. I would also strongly recommend you make a demo. Limit the size to something absurdly small so as not to be able to actually make a game out of, but enough that people can actually test for themselves in their own dev environments. I think you'll sway a lot of people instantly.

Cheers mate. Wish you all the best with this. Like I said, I'll definitely be picking it up in the near future.
David M.  [developer] Aug 16, 2015 @ 3:46am 
Hi,

I will follow Source 2 status for sure, of course. I know that nice simple workflows between Raiseland and game engines are desired. The problem is that they don't try to use the same formats, for example, the Source engine don't support common .raw heightmaps. However, I will add more exporting options if the Raiseland user-base keeps growing and they ask for them.

Regarding the tutorial problem, I don't think I'm able to do the tutorials by myself, but I have contacted with someone who surely can and it seems that this will be fixed sooner or later.

I considered making a demo, but I rejected the idea since one of the main features is the maximum size and quality of Raiseland terrains. However, I'm not 100% sure on this one.

Thank you very much for your support
< >
Showing 1-11 of 11 comments
Per page: 1530 50