Landmass

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psi29a
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Re: Landmass

Post by psi29a » 16 Nov 2012, 09:00

That is certainly pretty, but I've yet to see a tool that does the same thing for free and that the code is available.

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Rhys
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Re: Landmass

Post by Rhys » 25 Nov 2012, 13:05


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psi29a
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Re: Landmass

Post by psi29a » 25 Nov 2012, 22:07

That is actually nice, sadly only for Linux.

I hope to add inline editing eventually... :)

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Greendogo
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Re: Landmass

Post by Greendogo » 25 Nov 2012, 22:52

Someone mentioned Geomorph on IRC a long time ago. Didn't know it was Linux only. They do provide source code though.

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raevol
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Re: Landmass

Post by raevol » 26 Nov 2012, 02:56

Well, for the example suite wouldn't it be ok? Just have a Linux person generate it, and then share the file around?

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Greendogo
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Re: Landmass

Post by Greendogo » 26 Nov 2012, 04:29

Hircine put a lot of work into the terrain, and I'm not about to trash it unless I'm convinced a new method of generating landscapes would make the end product significantly better. If someone wants to present an example, I'll look at it, but I haven't been thinking about landscapes since Hircine presented his finished product several months ago. The only thing I dislike about the current state of the landscape is that it is smaller than I'd like it to be.

edit: I take that back, I'm happy with the size. The project can't be too large or it risks becoming too big to handle for a small team.

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psi29a
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Re: Landmass

Post by psi29a » 26 Nov 2012, 09:12

I was under the impression that the Editor would have landscape editing features built in.

I think you will always have to manually edit a randomly generated heightmap just because there are specific feature that you want.
Last edited by psi29a on 26 Nov 2012, 09:26, edited 1 time in total.

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craziwolf
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Re: Landmass

Post by craziwolf » 26 Nov 2012, 09:23

This is looking like its all coming along nicely! is there anything I can do to help?
If it bleeds, we can kill it.

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Greendogo
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Re: Landmass

Post by Greendogo » 26 Nov 2012, 10:52

BrotherBrick wrote:I was under the impression that the Editor would have landscape editing features built in.

I think you will always have to manually edit a randomly generated heightmap just because there are specific feature that you want.
Hircine was working off of a heightmap you provided, if you recall, but he did significant work to it in Morrowind's CS.
craziwolf wrote:This is looking like its all coming along nicely! is there anything I can do to help?
If your intention is to help with textures, then we're not quite there yet but we will definitely need someone handy with photoshop/GIMP later on. We have been asking around for some model making though, if you have any experience with that.

Or, if you posted in the Landmass thread because you were interested in helping with the landscaping and terrain aspect, then sure, there are a few things that could be taken care of.

So what kind of work are you interested in?

Edit: Also, can you animate?

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psi29a
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Re: Landmass

Post by psi29a » 26 Nov 2012, 11:21

Greendogo wrote:
BrotherBrick wrote:I was under the impression that the Editor would have landscape editing features built in.

I think you will always have to manually edit a randomly generated heightmap just because there are specific feature that you want.
Hircine was working off of a heightmap you provided, if you recall, but he did significant work to it in Morrowind's CS.
I know he did, but that is neither here nor there. Let us try not to talk past each other. :)

My point was that we are trying to get away from Morrowind's CS, which is the point of the OMW Editor. It doesn't matter where you get your heightmap, but the Editor should allow for editing it. That is why I was pushing for lightwave to update his tool and create a binary for in Linux. That way we wouldn't have to rely on the CS (and for that matter Windows) so much. He wants to also open-source his work, which is great because it could also be used inside of the Editor. It then falls logically into place that the Editor also have a heightmap generator to close the loop. Everything necessary to create an OpenMW world.

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