Terrain Editing

Involved development of the OpenMW construction set.
unelsson
Posts: 137
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
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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
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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
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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
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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
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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.”

unelsson
Posts: 137
Joined: 17 Mar 2018, 14:57

Re: Terrain Editing

Post by unelsson » 19 Sep 2019, 12:25

Land shape editing is ready for testing
https://github.com/OpenMW/openmw/pull/2520

Please test it, try to break it, give me feedback. It should be functional, shouldn't crash.

silentthief
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Location: Currently traversing the Ascadian Isles

Re: Terrain Editing

Post by silentthief » 19 Sep 2019, 19:27

unelsson wrote:
19 Sep 2019, 12:25
Land shape editing is ready for testing
https://github.com/OpenMW/openmw/pull/2520

Please test it, try to break it, give me feedback. It should be functional, shouldn't crash.
This looks awesome! I watched the video linked on the github page and I was excited for this (I understand that it was taken on an older version of the land shape editor). I want to test this out, but unfortunately I am still limited on what I can do (Just moved across the country and have my desktop in storage, and I access the internet using a chromebook).

Still, this looks to be a great step in the right direction for land creation and texturing.

ST
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

unelsson
Posts: 137
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Re: Terrain Editing

Post by unelsson » 19 Sep 2019, 21:35

Thanks! There has been development from the old video, so I made a new one which better demonstrates what it can do: https://youtu.be/B1FCAOFqy-M

silentthief
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Re: Terrain Editing

Post by silentthief » 22 Sep 2019, 01:31

unelsson wrote:
19 Sep 2019, 21:35
Thanks! There has been development from the old video, so I made a new one which better demonstrates what it can do: https://youtu.be/B1FCAOFqy-M
That vid is awesome too. I really think that we should hype this up a little more. I mean, I know that I am excited, but perhaps there should be a single separate post about this:
unelsson wrote:
19 Sep 2019, 12:25
Land shape editing is ready for testing
https://github.com/OpenMW/openmw/pull/2520

Please test it, try to break it, give me feedback. It should be functional, shouldn't crash.
Specifically, a call to testers to try to use the land editor. I am still not able to test myself - moved across the country and desktop is in storage, use a chromebook to access internet but can't play openmw :(

unnelson, would you mind if I made a new topic asking for volunteers for this (or do you want to do it yourself)?

ST the hyped
"Hurry, hurry! Last boat to Solstheim! Until the next one. Hah-ha-hah."

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