Search found 137 matches

by unelsson
29 Mar 2019, 11:26
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 5599

Re: Procedural generation based on land terrain texture grid

Should probably have some kind of resource file that determines how/where/in what way the "detail objects" spawn, so you can configure them individually. I added now this feature, so all details can be saved and loaded from a file. Saving is still fixed to a file called procgendata.txt, but loading...
by unelsson
28 Mar 2019, 00:04
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 5599

Re: Procedural generation based on land terrain texture grid

To make this more useful, I added user options for random object displacement, rotation x/y, z-rotation, rotations towards slopes, z displacement, and made all the edits to fit into one undoStack macro. The UI is getting a bit cluttered, and it might be useful to have per-object settings instead of ...
by unelsson
24 Mar 2019, 01:45
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 5599

Re: Procedural generation based on land terrain texture grid

cc9cii wrote:
24 Mar 2019, 01:28
Can this be used as a replacement for SpeedTree?
SpeedTree? As in tree modeling software? Nope. This doesn't create or change models, just places them based on some variables.
by unelsson
24 Mar 2019, 01:10
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 5599

Procedural generation based on land terrain texture grid

It's great fun to have some sort of tool for procedurally generating Instances. This can be used to make forests, or for adding grass... or rocks.. whatever. It's still a WIP, and not ripe for a release, but fun nonetheless. All feedback is welcome. https://github.com/unelsson/openmw/tree/procgenref...
by unelsson
10 Mar 2019, 12:42
Forum: Feature Requests and Suggestions
Topic: Alpha channel with osgt objects
Replies: 8
Views: 1850

Re: Alpha channel with osgt objects

I had trouble getting Blender 2.79 to osgt exporting working fluently. Good people at OpenMW-discord instructed me what's this transparency all about, and so I incorporated alpha blending (blender's "Z Transparency") and alpha testing (blender's "Mask"), and backface-culling (Blender Game rendering ...
by unelsson
08 Mar 2019, 10:33
Forum: Join the team
Topic: Application: Desttinghim
Replies: 5
Views: 1432

Re: Application: Desttinghim

I don't know much about 3430, but I've dabbled some with the editor, so I'd be glad to help if I can.
by unelsson
01 Mar 2019, 00:27
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31263

Re: Terrain Editing

Cell edge fixer (see the last commit) https://github.com/OpenMW/openmw/pull/2195 Land scaling (see the last commit) https://github.com/OpenMW/openmw/pull/2196 ...for discussion. AnyOldName3, I'm not sure if I understand what you mean.. Texture blurring? Like blurring the actual graphical data? I don...
by unelsson
28 Feb 2019, 11:05
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31263

Re: Terrain Editing

Do you actually need to do a Gaussian filter on a texture? As modifications to a texture go, that's fairly simple. Suitable algorithm depends on the use case, and I'm thinking that a dropdown menu for choosing the algorithm is the best, albeit requires some user knowledge. In many cases nearest nei...
by unelsson
28 Feb 2019, 00:13
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31263

Re: Terrain Editing

Land scaling in my personal branch looks something like this... https://imgur.com/a/yueL6Og . In the picture I've scaled 16,17 to 17,16, with 1:1 scale, and 16,17 to a box of four cells from 17,18 to 18,19. Obviously I haven't fixed the cell edges yet, the system is working like image scaling with n...
by unelsson
25 Feb 2019, 13:47
Forum: Editor Development
Topic: Terrain Editing
Replies: 131
Views: 31263

Re: Terrain Editing

While waiting on reviews and feedback on current PR's, here are thoughts on further development... Feature.. creep... Vertex painting - Similar as land shape painting (four brushes: vertex, square, circle, custom). - Brush settings window includes a color box, and pressing that opens a color choosin...