Terrain Editing

Involved development of the OpenMW construction set.
unelsson
Posts: 84
Joined: 17 Mar 2018, 14:57

Re: Terrain Editing

Post by unelsson » 14 Jun 2018, 12:47

What would be needed for terrain selection?
- Ability to click and drag-select land with primary select button, visual representation of selected terrain texture grid (green lines okay?)
- Fundamental code structure so that also terrain shape grid can be selected

Then what?
- Ability to copy&paste terrain? Copy is easy, but how about paste, how should that work?
- Ability to drop land texture to grid?
- What should the custom selection brush button do?

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Zini
Posts: 5340
Joined: 06 Aug 2011, 15:16

Re: Terrain Editing

Post by Zini » 14 Jun 2018, 14:05

For the selection mechanism itself:
* Data-Structure to mark texture tiles as selected
* Rendering for selection: Not sure what would work best; may require a bit of experimentation
* Methods to change what tiles are selected; there is some documentation about this here in this thread and probably on the tracker; don't have it at hand right now

After that we have:
* The missing brush button: Define brush shape by current selection shape. This is a on-time event, meaning when in this mode the brush shape does not continue to follow the selection shape.
* https://bugs.openmw.org/issues/3873
* https://bugs.openmw.org/issues/3869

unelsson
Posts: 84
Joined: 17 Mar 2018, 14:57

Re: Terrain Editing

Post by unelsson » 15 Jun 2018, 23:13

I collected previous work I had done for land shape editing here, just worked a bit to get it look more like the merged terrain texture editing. I think it's nice to have it public, so the code can be utilized later. Code might not be the prettiest, but it does work.
https://github.com/unelsson/openmw/tree/landshapeedit_1

Next step would be the terrain selection mode. Lets see when I get to that.

unelsson
Posts: 84
Joined: 17 Mar 2018, 14:57

Re: Terrain Editing

Post by unelsson » 18 Jun 2018, 12:32

Here's an early PR for terrain texture selection. It's mostly Plutonicoverkills code, but I built it to work with recent versions of OpenCS, and did some small improvements regarding coordinates calculations to get the feature working.

https://github.com/OpenMW/openmw/pull/1769

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