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Re: Procedural generation based on land terrain texture grid

Posted: 04 Apr 2019, 17:16
by AnyOldName3
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).

Re: Procedural generation based on land terrain texture grid

Posted: 04 Apr 2019, 18:48
by psi29a
I've used both PySide and PyQt, I like both. :)

Re: Procedural generation based on land terrain texture grid

Posted: 04 Apr 2019, 19:55
by Br0ken
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/

Re: Procedural generation based on land terrain texture grid

Posted: 04 Apr 2019, 20:25
by psi29a
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.

Re: Procedural generation based on land terrain texture grid

Posted: 05 Apr 2019, 18:11
by Br0ken
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:

Re: Procedural generation based on land terrain texture grid

Posted: 09 May 2019, 20:01
by unelsson
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...

Re: Procedural generation based on land terrain texture grid

Posted: 16 Feb 2020, 20:32
by unelsson
Rebased the procgenreferencestool branch on latest master https://github.com/unelsson/openmw/tree ... rencestool .
- fixed quat rotations and height interpolations, so that generated objects now won't hover and may follow land shapes
- rebasing allows land editing features in this branch, as well as every other improvement that has been merged...

Re: Procedural generation based on land terrain texture grid

Posted: 16 Feb 2020, 20:49
by Amenophis
Can this feature generates grass based on the terrain type? Like instantaneous grass for Morrowind vanilla and mods?

Re: Procedural generation based on land terrain texture grid

Posted: 17 Feb 2020, 10:07
by unelsson
Amenophis wrote: 16 Feb 2020, 20:49 Can this feature generates grass based on the terrain type? Like instantaneous grass for Morrowind vanilla and mods?
Yes, that's exactly what it's for. I mostly use it to generate forests, grass, random rocks etc. It probably takes a while to tune the settings to get best results though.

Re: Procedural generation based on land terrain texture grid

Posted: 17 Feb 2020, 10:25
by psi29a
I <3 where this is going...