Search found 61 matches

by unelsson
25 Apr 2018, 10:25
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

I went through and got a bit into PlutonicOverkills code on terrain selection. Although the feature itself could be developed further, there are several problems (mostly with the feature itself, not really so much on code). Firstly, brush button settings window and terrain selection are both tied u...
by unelsson
22 Apr 2018, 10:53
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

On terrain shape editing I get terrain tearing and terrain stripes when saving, when I edit terrain heights data. When editing in OpenCS, everything looks nice (no tearing, no stripes), but data gets corrupted after saving - terrain is striped and torn when opening terrain in openmw or reloading in ...
by unelsson
21 Apr 2018, 20:39
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

I imagine the texture editing functions like this: 1. When the user drops a texture on a terrain tile that is not selected the texture is applied to that tile. 2. When a part of the terrain is selected and the user drops a texture on it the texture is applied to the selected terrain tiles. 3. When ...
by unelsson
21 Apr 2018, 11:57
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

Zini wrote:
21 Apr 2018, 09:43
We still don't have a selection mechanism and there is still the elephant in the room, namely the issue of transit changes.
Building complete macros for drag&drop operations (transit changes?) should be implemented now. https://github.com/OpenMW/openmw/pull/1680.
by unelsson
20 Apr 2018, 11:35
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

I've thought of different submodes/brushes for land shape editing and played with some algorithms. Circle brush shape is probably most useful, as it's a natural shape - U-shaped curves algorithms can work quite nicely. It would be great if one could rise table mountain shaped plateau's with single t...
by unelsson
19 Apr 2018, 20:25
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

Seyda Neen valley (land shape edit) https://imgur.com/VCYRqyY Seyda Neen lava eruption (texture edit) https://imgur.com/i7DEWnD I started experimenting with land editing in a local git branch, but so far pretty much just experiments... I've been concentrating on getting the texture primary edit fini...
by unelsson
15 Apr 2018, 16:55
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

I'm bombing this thread with questions. When editing a plugin, land textures are not shown on land textures table. How should the user select texture brushes in plugins? Is command CSMWorld::ImportLandTexturesCommand related to that - essentially, does user need to click somewhere to import land tex...
by unelsson
15 Apr 2018, 10:54
Forum: Editor Development
Topic: New OpenMW-CS Icons
Replies: 58
Views: 14633

Re: New OpenMW-CS Icons

{ CSMWorld::UniversalId::Class_Record, CSMWorld::UniversalId::Type_Topic, "Topic", 0 }, { CSMWorld::UniversalId::Class_Record, CSMWorld::UniversalId::Type_Journal, "Journal", 0 }, { CSMWorld::UniversalId::Class_SubRecord, CSMWorld::UniversalId::Type_TopicInfo, "TopicInfo", 0 }, { CSMWorld::Universa...
by unelsson
15 Apr 2018, 09:25
Forum: Editor Development
Topic: New OpenMW-CS Icons
Replies: 58
Views: 14633

Re: New OpenMW-CS Icons

Raster and scalable -directories have some versions of icons too, so I wonder how those should be treated. I'm also not quite sure what are the new versions for the following: Info.png -> (not currently used in opencs?) map.png -> (not currently used in opencs?) magicrabbit.png -> (not currently use...
by unelsson
14 Apr 2018, 13:51
Forum: Editor Development
Topic: Terrain Editing
Replies: 85
Views: 11343

Re: Terrain Editing

Changes to brush button done and committed, but broke git somehow as I merged the new commits from master to my local, and then back to PR. I don't know what's the best way to solve this. Rebasing something? Making a new fork and a new PR? Brush overlay code (for osg 3.6) saved in a different branch...