
T.ED TERRAIN & WORLD EDITOR
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T.ED Professional For World, Terrain, Prop and Environment

Screenshots Gallery
Downloads Section
Updates & Rev. History
Manual & Tutorial
 
Order Full Version
The software will be delivered as a download link and keycode as soon as the order has been received and processed by D-Grafix Admin. Emails are usually checked 2-3 times a day and dispatched immediately, unless otherwise impossible to do so. However in the event of being away etc, please allow 0-3 days for delivery.
Requires windows PC (98,2k,xp), at least 800MHz and a 3D card to run with DirectX 8+ installed.
*A high end pc is required for very large terrains recommended 1.6ghz & fast 3D card.
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Overview of Purpose:
T.Ed is a complete solution for making huge outdoor worlds:
The technique behind designing and using terrain objects can be a minefield of choices, as there are so many
different ways of doing it! T.Ed is designed primarily for games programmers and 3D artists to make those choices easier. There are 2 main
categories regarding terrains in games, 'Mesh' and 'Dynamic/LOD'. T.Ed can help in the development of both!
T,Ed is a dedicated terrain tool to allow the creation of small to large mesh landscapes, either as a series of blocks,
or as a single terrain. It allows for superb blended textures either by using vertex alpha or by rendering a
'Supertexture' for each terrain block. The software and exports also take into account the problems of using entity/texture alpha with vertex alpha, and has
features designed in to help eliminate those dreaded problems.
T.Ed Can be used as a stand alone world editor or as a wraparound for your favorite level creation software: On it's
own, it can now process props like buildings, trees, bridges and even 3d sprites or simple animated meshes like swaying
trees! Using the supplied code (darkbasic and blitzbasic formats) you can reload everything from the suns angle to the
script on a prop, (ie the key number required to open a door!)
If using as a wraparound, you can load in a building/level from say.. CS4, self lightmapped with it's own properties,
place it on the terrain, lightmap it to the terrain, and then put trees around it etc. The best thing about the way
T.Ed uses the meshes means you can keep the building/level's internal properties all the way to your game world. Also,
because ted's save file simply references the mesh, any updates to the original mesh will flow through, without the
need for re importing into TED!
Through an easy to use and learn interface, featuring mouse look and game walk controls, you will be walking around
your virtual lanscape in minutes.
Compatability:
- T.Eds Own Environment / prop output file (.epr)Complete with open file spec & source. Load and edit properties for 3D meshes (props) like houses etc. Even give them custom properties and scripts.
- Height/color/alpha Maps
- DirectX .X mesh(s)with rendered supertexture, highly compatable and easy to parse/convert ascii. There is also option to store vertex alpha in the .X.
- Blitz3D .B3D mesh(s) with vertex alpha and optimized layering on either surfaces, or child meshes.
- Darkbasic .DBO Option for both a supertexture rendered terrain or one with vertex alpha.
- Dynamic Terrain Kit Export (by using the supertexture and heightmap exports) T.Ed can give a dynamic terrain the blended look.
Features:
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Easy to use windows like interface, with 'mouse look' and 'game walk' controls
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Versitile editing tools that even alow you to create overhangs and vertical walls!
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New V4 features prop management and placement Create complete worlds with trees and buildings, then give them custom properties!
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New V2 features lots of new tools including autotexture by height & slope!
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Uses an alpha-limit blending technique to stop vertex alpha Z-Order problems
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Ability to edit large mesh terrains in realtime up to 1024x1024*.
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Can have 1000s of simulated textures by using vertex colour combined with 6 pre-loaded textures
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Create great looking, realistic blended landscapes.
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Lightmapper to shadow the landscape
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Supertexture Renderer For those who dont want or cannot use vertex alpha, you can now 'bake' the vertex layers and lightmap to one large texture!
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Useful tools including paint height, auto quad-matching and tiling function to make 'infinite' terrains.
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Configurable (and saveable) environment simulation for fog, water, sunlight etc.
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B3D and DirectX .X for easy insertion into your games & other programs.
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Free Updates from www.d-grafix.com
Screenshots: Coutesy of: Lui, Tim McCluskey, Nadcom Development, Wayne Gray & Dan Harvey
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Downloads
| T.Ed Versions: |
| T.Ed V6.7 | Application: Latest stable release of T.Ed (Windows Installer) |
| T.Ed V5.5 | Application: In-case of problems with V6 which uses a new GUI try this one instead! |
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| T.Ed V3.2 | Application: A lighter verion of ted that runs on slow machines! |
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| T.Ed Utilities and add-ons: |
| Blitz3D EPR Loader | BB world loader source & exe demo of very simple world loaded in using the EPR environment and props script (EPR) NOTE!- This is for advanced users who want to use the EPR system and is not necessary for normal terrain loading! |
| DBPro EPR Loader | DBP world loader source & exe demo of very simple world loaded in using the EPR environment and props script (EPR)(Courtesy of 'Lost In Thought') NOTE!- This is for advanced users who want to use the EPR system and is not necessary for normal terrain loading! |
| TTD (3rd Party DBPro Source generator) | This great tool from Edgecom makes worlds from T.Ed generated EPR & Mesh files and recreates the world using sourcecode generation!. |
| X2DBO converter | Batch converter to convert TED's X files into DBOs Not 100% needed as DBP imports Xs just fine. Advantage is though, it tends to be quicker loading DBOs. (Courtesy of 'Lost In Thought') Note: This is only needed for ted 5.5 or below! |
| Get More Textures! | Free & Royalty free Images & Textures. T.Ed customers get 50% off membership! |
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| User Demos: (NEW! - email admin to get your program link posted here!) |
| Comming soon |
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- The software will be delivered as a download link and keycode as soon as the order has been received and processed by D-Grafix Admin.
Emails are usually checked 2-3 times a day and dispatched immediately, unless otherwise impossible to do so. However in the event of being away etc, please allow 0-3 days for delivery. (Although this is unusual!)
Updates:
Use your licence key to unlock the latest version. Replacement keys require original order email address or proof of purchase.
27/05/08 - Release 6.7
- FIXED - Skybox change bug
- FIXED - Prop X export working again
14/2/08 - Release 6.6
- ADDED - Skybox renderer added. Ted can now make skyboxes
- FIXED - Some annoying bits and pieces
26/1/08 - Release 6.5
- ADDED - New Irrlicht Compatable B3D export a new lightweight supertextured terrain, looks good with a detail map.
- FIXED - Shadowmap crashing bug has finally been slaughtered.
- FIXED - Field lengths, values can now be entered properly
- FIXED - Entitynames can now be changed in the new propmanager (sources list)
06/11/07 - Release 6.4 Even More Last minute fixes
- FIXED - X with supertexture fixed, UVs were very wrong.
- FIXED - X truncate, and Infinity bugs fixed
26/10/07 - Release 6.3 More Last minute fixes
- FIXED - Delete Lightmap
- FIXED - Bleeding seams issue (i think :) - still awaiting 3rd party confirmation)
- FIXED - Autotex heightfield length now supports 9 figures.
21/10/07 - Release 6.2 Last minute fixes (thanks J.P.S!)
- ADDED - Log. 24 bit heightmap import/export now has control over multiplier.
- FIXED - Log. 24 bit heightmap import fixed! (was using % not # -doh! :)
- FIXED - Log. 24 bit heightmap, T.Ed can now import its own 24bit maps accurately!
- CHANGED - Undo now has confirm to stop 'accidents'.
17/10/07 - Release 6.1
- ADDED - DBO export with both vertex alpha and supertexture options
- ADDED - Nice looking new interface, no more old 'windows look'.
- ADDED - New GUI resulting in less external app calls.
- ADDED - New placemapper
- ADDED - New core routines to optimise editing
- ADDED - Fast color chooser
- ADDED - New hi-resolution options for faster machines or mode forcing like before for slower pcs
- FIXED - much better paint tools, now uses brush shape like its supposed to.
- FIXED - Fix for position map tools chaos options.
- FIXED - Fixes for supertexture renderer (now handles extreme heights)
- CHANGED - Undo now saves terra<>paint<>prop<>autoprocess. Not on every tool change.
- CHANGED - New X exporter, now can truncate the file slower but much more compatable (no NaNs!)
- CHANGED - Menus now behave like standard windows ones (no longer hold & release)
1/5/07 - Release 5.5
- CRITICAL - Fixed Instance/sources custom properties data load. Thanks to DaveC9000 for pointing out it had broken!
28/4/07 - Release 5.4
- Added Custom Export Slots - For programs that use ted as a world editor for others to use (contact for info)
21/12/06 - Release 5.3
- CRITICAL - Bad X file root building fixed. X format now much more compatible and is true DirectX Standard.
02/10/06 - Release 5.2
- Fully intergrated fix as below.
01/09/06 - Release 5.1
- CRITICAL - Supertexture renderer bug, users of V5.0 dont need this, just the fix from here: http://www.freeforum101.com/forum/viewtopic.php?p=863&mforum=dgrafix#863
26/08/06 - version 5.0
- ADDED -DDS Textures can now load dds textures for terrain and from models- Yay!.
- ADDED -Birds eye cam for doing warcrafty style (which can also lock 2 cursor :)).
- ADDED -R32 RAW support for the likes of world machine etc
- ADDED -Totally re-written core, should be much faster on large maps now.
- ADDED -Placemapper that responds to color (ie placemap.png).
- ADDED -Reverse RGB heightmap imports (BGR)
- ADDED -PNG & JPG support for supertextures (it now exports properly.. no referencing!!)
- ADDED -Texture profiles (to store your texture sets for desert,jungle etc..)
- ADDED -FOV fix with added CameraZoom= parameter (try 1.5 for realistic eyeballs)
- FIXED -No more annoying camera rotation at start
- FIXED -vector alignment issue on placemaped props fixed
- FIXED -No more annoying camera rotation at start
- FIXED -dir memory on placemaps and maps in general
- FIXED -fixed the upsideowness of raw32 world machine maps
- FIXED -airbourne props fixed
- FIXED -Lightmapper fix, now handles ambient light better
- FIXED -Some other annoying nicknacks (but cant remember what they were :)
03/04/06 - Version 4.2
- ADDED - Much more organised and easier to understand exporter.
- ADDED - Option to export terrain as blocks or as 1 big mesh
- ADDED - Props can now be exported to X as well as the EPR
25/03/06 - Versions 4.0 / 4.1b (4.1 was quick fix for pink props!)
- ADDED - Much smoother interface and faster editing controls.
- ADDED - Seam normal averaging, those unsightly seams are gone gone gone!
- ADDED - Completely new editing interface, now you can pick vertices near the outer edges of terrains without the frustration.
- ADDED - Prop support for static, animated and sprite props, complete with custom data.
- ADDED - Replacement env file is now EPR. This file contains everything needed to recreate world in blitz, db or whatever.
- ADDED - More powerful lightmapper that can handle props in a variety of ways.
- ADDED - New script like settings system, provides help on each item, and is easier to edit.
- ADDED - Vastly improved camera2cursor tracking mode.
- ADDED - Smart text for help and prop lables. Senses color under mouse cursor and adjusts textcolor so is readable.
- ADDED - Texture filter system and world init script. (allows you to manage special texture ops like env. mapping, masking etc)
- ADDED - better value input boxes (they keep their old values as defaults)
- FIXED - Lots of old annoying issues like the seams.
- STARTED - Work on re-vamping the tutorial again
01/11/05 - Release 3.2
- ADDED - New X export option with SuperTexture renderer. This makes T.Eds blended terrains compatible with most programs! (that support .X of course :)
- ADDED - Option for positioning mesh(s) axis. (only option 1 reccommended for B3D or X with vertex alpha, but this doesnt matter for single layered meshes or supertextured meshes)
- ADDED - New demo for darkbasic users (tested in darkbasic classic).
- STARTED - Work on re-vamping the tutorial!!!
19/10/05 - Release 3.1 NOTE - The order of the export options have changed!
- ADDED - X EXPORT AT LAST - YAY!
- ADDED - B3D now has baked in lightmaps on tex coords set 1.
- ADDED - Directory memory while program is active.
- ADDED - Clearer defined lightmaps
- ADDED - Real UV coords - You can now choose any texture UV repeat
- ADDED - New ISLAND and MOUNTAIN demos to demonstrate the above.
- MINOR - Fixed Register key input bug
- MINOR - Fixed Couple of spelling errors
- CHANGED - Suns direction is now the actual light direction (to make same as entity rotation)
01/10/05 - Release 3.0
- ADDED - Now can create any combination of blocks ie 2 wide by 16 long!
- ADDED - Another lightmapper revamp, can now handle non square terrains.
- ADDED - Skybox previewer and skybox export
- MINOR - Lightmapper problem in hi res has been fixed.
- MINOR - Vertex pick timing bug (now is a little smoother when using contour)
17/09/05 - Release 2.3
- CRITICAL - Autoseam smooth squaring problem. Seam smoothing is now on demand instead of automatic!
- ADDED - Option for advanced users to turn off alpha limiting (read updated tutorial)
- ADDED - Re-Vamped lightmapper, results are now better and more accurate.
- MINOR - Lightmapper now uses light colors properly
28/08/05 - Release 2.2 NOTE: This release has an important notice for existing users in the updated tutorial page!!
- MEDIUM - 2.1 caused vertex pick problems, so returned internal mesh axis to 0,0,0.
- CHANGED - Export now offsets the meshes correctly with axis (see new tutorial page!)
- NOTE - Some users will need to increase their vertes pick range (in setup) to 1000
26/08/05 - Release 2.1
- CRITICAL - Mesh axis positioning, critical for including things like trees with ALPHA textures.
- ADDED - New help file is available in the tutorials section.
- CHANGED - New .env loader spec now includes water. Get it from the new tutorial or forum.
- MINOR - Water re-positioning bug fixed.
- MINOR - Fixed some more of the incorrect labelling
20/08/05 - Release 2.0 Development of many new improvements, Product has changed dramatically and is jumping to release V2.0
- ADDED - Auto Texture tool, works on height, slope or both
- ADDED - World scaling on XYZ, ZX, X, Y, & Z,
- ADDED - World Smooth tool
- ADDED - World Noise Tool
- ADDED - Tooltips
- ADDED - Info Bar
- ADDED - Camera Range & Pick Range & stepsize setup
- ADDED - Keyboard toolchange
- ADDED - Improved color picker
- ADDED - Get color from vertex tool (dropper)
- ADDED - Camera-Cursor tracking tool
- ADDED - Improved auto seam averaging
- ADDED - Import heightmap now supports 8 12 16 & 24 bit luminance
- MEDIUM - Several misc GUI & edit bugs fixed
- MEDIUM - Slower color application for hi-end machines
- MINOR - Fixed some of the incorrect labelling
- REMOVED - Height limits
03/08/05 - Release 1.51
- CRITICAL - Fixed the terrain cracking problem,
- ADDED - A new optional feature for smoothing the seams of a multi mesh terrain.
- MINOR - Creeping camera in full screen is now fixed.
- MINOR - A Small problem with the scaler was fixed.
02/08/05 - Release 1.50
- CRITICAL - blend limiting bug fixed
09/07/05 - First Alpha-Release was 1.4 - no alpha releases before this!
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Disclaimer & Copyright: Whilst efforts are made to ensure downloads are stable and virus free,
users download completely at own risk and should be responsible for their own internet security.
The owner of this website & software accepts no liability whatsoever as a result of downloading or running any software. All software and media is provided 'as is' and without warranty.
All artwork and code on this website (c) Daniel Harvey 2006 All rights Reserved.
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