Johann Woelper 8 years ago
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      terrain/geo/Pine4m/Readme.txt
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      terrain/geo/Pine4m/_.gmf/vegetation_pines_pine4m.gmf
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      terrain/geo/Pine4m/_.gmf/vegetation_pines_pine4mLOD1.gmf
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      terrain/geo/Pine4m/_.gmf/vegetation_pines_pine4mLOD2.gmf
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      terrain/geo/Pine4m/_.max/Pine_4m.max
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      terrain/geo/Pine4m/_.obj/Pine_4m.obj
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      terrain/geo/Pine4m/textures/pine-branch-diff.dds
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      terrain/geo/Pine4m/textures/pine-branch-diff.png
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      terrain/geo/Pine4m/textures/pine-branch-norm.dds
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      terrain/geo/Pine4m/textures/pine-branch-norm.jpg
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      terrain/geo/Pine4m/textures/pine-branch-norm.png
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      terrain/geo/Pine4m/textures/pine-branch-norm_s.png
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      terrain/geo/Pine4m/textures/pine-leaf-diff.dds
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      terrain/geo/Pine4m/textures/pine-leaf-diff.png
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      terrain/geo/Pine4m/textures/pine-leaf-norm.dds
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      terrain/geo/Pine4m/textures/pine-leaf-norm.png
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      terrain/geo/Pine4m/textures/pine-leaf-norm_s.png
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      terrain/geo/Pine4m/textures/pine-trunk-diff.dds
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      terrain/geo/Pine4m/textures/pine-trunk-diff.png
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      terrain/geo/Pine4m/textures/pine-trunk-norm.dds
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      terrain/geo/Pine4m/textures/pine-trunk-norm.png
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      terrain/geo/Pine4m/textures/pine-trunk-norm_s.png
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      terrain/geo/hemlock/hemlock.bgeo
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      terrain/geo/pine/atlas.hip
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      terrain/geo/pine/pine.blend
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      terrain/geo/pine/pine.obj
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      terrain/geo/pine/pine_diff_saturated.png
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      terrain/test.hip
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      the_west/test.html
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      the_west/test.md
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      treegen/barktest.hip

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terrain/geo/Pine4m/Readme.txt

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+All specular maps are in the normalmaps alphachannel.
+Check paths in 3ds max. The tool tends to mess up texture paths if transfered to another system.

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terrain/geo/Pine4m/_.3ds/Pine_4m.3ds


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terrain/geo/Pine4m/_.dae/Pine_4m.dae


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terrain/geo/Pine4m/_.fbx/Pine_4m.fbx


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terrain/geo/Pine4m/_.gmf/vegetation_pines_pine4m.gmf


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terrain/geo/Pine4m/_.gmf/vegetation_pines_pine4mLOD1.gmf


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terrain/geo/Pine4m/_.gmf/vegetation_pines_pine4mLOD2.gmf


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terrain/geo/Pine4m/_.max/Pine_4m.max


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terrain/geo/Pine4m/_.obj/Pine_4m.obj


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terrain/geo/Pine4m/textures/pine-branch-diff.dds


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terrain/geo/Pine4m/textures/pine-branch-diff.png


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terrain/geo/Pine4m/textures/pine-branch-norm.dds


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terrain/geo/Pine4m/textures/pine-branch-norm.jpg


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terrain/geo/Pine4m/textures/pine-branch-norm.png


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terrain/geo/Pine4m/textures/pine-branch-norm_s.png


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terrain/geo/Pine4m/textures/pine-leaf-diff.dds


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terrain/geo/Pine4m/textures/pine-leaf-diff.png


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terrain/geo/Pine4m/textures/pine-leaf-norm.dds


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terrain/geo/Pine4m/textures/pine-leaf-norm.png


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terrain/geo/Pine4m/textures/pine-leaf-norm_s.png


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terrain/geo/Pine4m/textures/pine-trunk-diff.dds


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terrain/geo/Pine4m/textures/pine-trunk-diff.png


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terrain/geo/Pine4m/textures/pine-trunk-norm.dds


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terrain/geo/Pine4m/textures/pine-trunk-norm.png


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terrain/geo/Pine4m/textures/pine-trunk-norm_s.png


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terrain/geo/hemlock/hemlock.bgeo


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terrain/geo/pine/atlas.hip


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terrain/geo/pine/pine.blend


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terrain/geo/pine/pine.obj


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terrain/geo/pine/pine_diff_saturated.png


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terrain/test.hip


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the_west/test.html

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+<!DOCTYPE html>
+<html>
+<head>
+    <meta http-equiv="Content-Type" content="text/html" charset="utf-8"/>
+    <title>Babylon - Getting Started</title>
+    <!-- link to the last version of babylon -->
+    <script src="Babylon.js"></script>
+    <style>
+        html, body {
+            overflow: hidden;
+            width   : 100%;
+            height  : 100%;
+            margin  : 0;
+            padding : 0;
+        }
+
+        #renderCanvas {
+            width   : 100%;
+            height  : 100%;
+            touch-action: none;
+        }
+    </style>
+</head>
+<body>
+
+    <canvas id="renderCanvas"></canvas>
+    <script>
+        window.addEventListener('DOMContentLoaded', function(){
+            // get the canvas DOM element
+            var canvas = document.getElementById('renderCanvas');
+
+            // load the 3D engine
+            var engine = new BABYLON.Engine(canvas, true);
+
+            // createScene function that creates and return the scene
+            var createScene = function(){
+                // create a basic BJS Scene object
+                var scene = new BABYLON.Scene(engine);
+
+                // create a FreeCamera, and set its position to (x:0, y:5, z:-10)
+                var camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5,-10), scene);
+
+                // target the camera to scene origin
+                camera.setTarget(BABYLON.Vector3.Zero());
+
+                // attach the camera to the canvas
+                camera.attachControl(canvas, false);
+
+                // create a basic light, aiming 0,1,0 - meaning, to the sky
+                var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene);
+
+                // create a built-in "sphere" shape; its constructor takes 5 params: name, width, depth, subdivisions, scene
+                var sphere = BABYLON.Mesh.CreateSphere('sphere1', 16, 2, scene);
+
+                // move the sphere upward 1/2 of its height
+                sphere.position.y = 1;
+
+                // create a built-in "ground" shape; its constructor takes the same 5 params as the sphere's one
+                var ground = BABYLON.Mesh.CreateGround('ground1', 6, 6, 2, scene);
+
+                // return the created scene
+                return scene;
+            }
+
+            // call the createScene function
+            var scene = createScene();
+
+            // run the render loop
+            engine.runRenderLoop(function(){
+                scene.render();
+            });
+
+            // the canvas/window resize event handler
+            window.addEventListener('resize', function(){
+                engine.resize();
+            });
+        });
+    </script>
+</body>
+</html>

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the_west/test.md

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+<div style="border:1px solid #777;position:absolute;left:10px;top:10px;bottom:10px;right:10px;"> 
+<iframe src="index.html" width="100%" height="100%" frameborder="0" /> 
+</div>

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treegen/barktest.hip