*edit*
i'm moving this over to file sharing section.
http://forums.planetside.co.uk/index.php?topic=5808download will be there.
**
I was bored tonight, and was thinking about how it was nice and easy to use terranim with the original tg. I thought about it and was thinking, why can't we use this with terragen 2?
* ~4 hours of code later *
So I came up with a file converter for the .tgs file output to the newer tg2 chan system. Few annoying conversions, tweaks to fix it so when imported to tg2 it would work, and I think I have a nice little java program that will work for all. It's getting late right now and I got a midterm tomorrow and still have a few more little tweaks I need to fix and spruce up the code, but then I'll be uploading it and you guys can try it out.
some side notes of where it wont work as well: if you do shader displacements it is going to mess it up. this works best with only generated terrain that you then saved, and switched to a load, or by a terrain that was by load originally anyways. so kinda restrained to that currently unless there's someway to export a .ter that includes the shader's displacement that I don't know about.
Pull out the old terranim, and get some animations going.
Currently, it asks you for 4 things.
1. The input .tgs file
2. the size of the terrain (for example, the default generated terrain i was working on is 1000x1000, so you would put 1000 in there)
3. the size of terrain in meters (for example, the default generated is at 10000 meters)
4. where to output the file.
then you click convert and shazam, a nice little txt file that you can import into tg2 as a chan file.
for those curious in how done:
It needs to have the .ter size and the size in terragen to calculate the ratio of the coordinates. As when in terranim you animate it on a 1000x1000 grid, but when in tg2 it's stretched to to be 10000x10000, so all coordinates need to be multiplied by 10.
The tgs file had a point of the camera, and the point the camera looked at, usually very small movements from one another. I simply applied some basic knowledge of 3d coordinates, and trig, to convert the looking at point into the various pitch and such.
formula example: arctan( (y2-y) / sqrt((x2-x)^2 +(z2-z)^2))
first you need to find the hypotenuse in one pair of coordinates, depending on what you want. this is now the length of the adjacent side, with the rate of change of the last variable the opposite side. to find the angle we need, it's arctan, as with opposite and adjacent, we can calculate tan(theta), so we then to get theta (the angle we need) we just arctan(change of y / hypotenuse of others)
things along those lines, etc.