Terrain Editing

Involved development of the OpenMW construction set.
unelsson
Posts: 132
Joined: 17 Mar 2018, 14:57

Re: Terrain Editing

Post by unelsson » 01 Mar 2019, 00:27

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't intend to do that.

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Ravenwing
Posts: 325
Joined: 02 Jan 2016, 02:51

Re: Terrain Editing

Post by Ravenwing » 01 Mar 2019, 18:39

I can't speak to the actual implementation of these PRs, but both features sound great! The edge fixer also gave me an interesting idea.

I was thinking why wouldn't we just force land to be continuous always, even if it results in sharp edges. But then I started thinking about cliffs and caves and such. Would it be possible to have a tool whose intention is to make terrain discontinuous? Then we can insert meshes that travel under the seam to create open-air caves and cliffs with more interesting features. Basically achieving the same look as voxel-based terrain without fundamentally changing the actual way terrain functions? Does this make sense?

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wareya
Posts: 337
Joined: 09 May 2015, 13:07

Re: Terrain Editing

Post by wareya » 01 Mar 2019, 18:47

That might not work with the way that terrain collision is currently implemented, I'm not sure, but there shouldn't be anything preventing it in theory. Well, at least in vanilla, you get popped back up above ground if you go below it, but.

The most common way for engines to support caves and overhangs in general is to use models. Morrowind does this. The second most common way is to allow have in-editor heightmapped quads with arbitrary (flat) shapes (i.e. they can be at any angle and have any ratio of side lengths) (source engine calls these displacements). Voxels are significantly less common than models and "displacements".
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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Ravenwing
Posts: 325
Joined: 02 Jan 2016, 02:51

Re: Terrain Editing

Post by Ravenwing » 01 Mar 2019, 19:16

wareya wrote:
01 Mar 2019, 18:47
The most common way for engines to support caves and overhangs in general is to use models. Morrowind does this.
I know, but the depth into the hillside is limited by the continuous slope down. Obviously you can still overcome this with a larger model, but would be nice to not deal with the limitation at all.
wareya wrote:
01 Mar 2019, 18:47
The second most common way is to allow have in-editor heightmapped quads with arbitrary (flat) shapes (i.e. they can be at any angle and have any ratio of side lengths) (source engine calls these displacements). Voxels are significantly less common than models and "displacements".
Interesting, I’m not sure I follow though. Any chance you have a link to like a video or something explaining how this works? I would be down for whatever as long as it works and isn’t too huge a hassle!

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wareya
Posts: 337
Joined: 09 May 2015, 13:07

Re: Terrain Editing

Post by wareya » 01 Mar 2019, 19:48

paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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ElderTroll
Posts: 499
Joined: 25 Jan 2012, 07:01

Re: Terrain Editing

Post by ElderTroll » 29 Mar 2019, 00:07

Just wanted to say your work on this is awesome and I hope you are still at it!
“A society grows great when old men plant trees whose shade they know they shall never sit in.”

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