Procedural generation based on land terrain texture grid

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AnyOldName3
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Re: Procedural generation based on land terrain texture grid

Post by AnyOldName3 » 04 Apr 2019, 17:16

Having it as a plugin doesn't guarantee that it's not going to be bundled by default. It's a lot easier to test a plugin system if you have actual plugins already. Regarding a UI, PyQt is a thing, so it shouldn't be out of the question for a plugin to have a UI. Mod Organizer 2 uses Python plugins and they can make PyQt GUIs - I'd know, as I've written most of them (and done a good chunk of work on the PyQt and C++ interop).
AnyOldName3, Master of Shadows

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psi29a
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Re: Procedural generation based on land terrain texture grid

Post by psi29a » 04 Apr 2019, 18:48

I've used both PySide and PyQt, I like both. :)

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Br0ken
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Re: Procedural generation based on land terrain texture grid

Post by Br0ken » 04 Apr 2019, 19:55

psi29a wrote:
04 Apr 2019, 17:06
The idea is to be able to support raw (8, 16, 32-bit signed and unsigned), PNG 8/16-bit greyscale and BMP (8, 32-bit) and converting that into a usable heightmap. It would be great to also dump the heightmap back out... maybe time to look at GDAL integration as well? GDAL supports way more formats.
Well, most of big game engines (UE4, Unity, CryEngine) supports heightmaps in PNG and RAW only, so maybe GDAL will be too much for OpenCS.
For example, heightmaps of the Earth in PNG can be downloaded here: https://terrain.party/

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psi29a
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Re: Procedural generation based on land terrain texture grid

Post by psi29a » 04 Apr 2019, 20:25

That's fine.. gdal has commandline tools for converting to and from different formats, including raw. I've written about using them in the forums, just search for gdal and raw ;)

So if we just support raw (and specifying bitness and signed/unsigned) and PNG support, we should be good to go.

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Br0ken
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Re: Procedural generation based on land terrain texture grid

Post by Br0ken » 05 Apr 2019, 18:11

Yes, I saw that thread, pretty interesting! I did some experiments with GDAL too, but in Unity.
I think that good solution will be:
  • TESAnnwyn (PNG, RAW) as core feature
  • GDAL (more specific formats like GeoTIFF) as optional plugin. Especially if someone wants to recreate a post-nuclear America :mrgreen:
Some sources about procedural object placement for unelsson's inspiration:

unelsson
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Re: Procedural generation based on land terrain texture grid

Post by unelsson » 09 May 2019, 20:01

I added a scroll view and parameters for min and max z height. So now it should be possible to set some objects spawn only on land, or underwater. Also made some big optimizations... More could probably still be done.
https://imgur.com/a/qSv5NoI

I'm also interested of run-time procedural generation, but that requires a whole new layer for the engine, and probably lot of design that affects the development. It could be useful though for generating various ground-cover type objects, grasses, flowers, etc. Well, you got to have dreams...

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