I start this thread to determine how you would like a DA:O terrain tool to work what feature you would like to have in it etc. Note that I am currenlty to busy to pick up the project, Hopefully you will understand shortly what i have been working on. However spending time brainstorming will help to setup a specification on how we as a community should tackle the project and perhaps someone pickup the torch and make the project a reality. I and many others will support such an heroic act.
What kind of input do you want it to handle?
ie heightmap -> terrainmesh; colormap -> textured mesh;
terrainmap -> textured terrainmesh
describe what you want to give the program and what you want out of it. keep in mind that you must give some data or it will be completly random result.
External Terrain Tool; how would you like it to work?
Débuté par
CID-78
, juil. 13 2011 04:39
#1
Posté 13 juillet 2011 - 04:39
#2
Posté 13 juillet 2011 - 08:24
Will have to give this a bit more thought for specifics, but I can say that I would like it to be able to import and export terrain meshes from and to any level layout. And then would also import/export any textures assigned to that terrain.
I like to setup 'rigs' for various level content, and the three things that I wish would import/export in groups easily are: Water groups, Tree groups, and Terrain Mesh. So that said, I am interested in this project discussion.
I like to setup 'rigs' for various level content, and the three things that I wish would import/export in groups easily are: Water groups, Tree groups, and Terrain Mesh. So that said, I am interested in this project discussion.
#3
Posté 14 juillet 2011 - 04:43
I can see the tool working in three layers, depending on what you input you start at a specific stage.
1) You got Nothing but a simple layout map, which you can use to draw a terrainmap in two layers.
The first layer should be the transparant layoutmap that you either got from a book or made as a rough map in photoshop. (You also need to input area size, perhaps even pick levels nearby so the tool can load up edges for a more seamless world)
the second is the path map, ie where you draw roads, rivers, fenches and other terrain that should be applied ontop of the terrain.
The third layer should be the terrain map, where each color reprsent a "terrain" ie water,plain, forest, jungle, mountain and so on. each which you can adjust the "creation properties" on in the tool.
*Elevation change over distance
*prop placement(s) and likley hood of apperance and frequency. ie how many trees and rocks etc
*texture(s) and their connection to the mesh and props.
second stage would be if you have a heightmap, colormap, props map. and want it translated into a terrainmesh with texture and props. It follow the pictures in details. all it want is a scale for the area,
the third stage is manipulating existing meshes or meshes mad from previous stages. ie cut and extend borders, copy from one level into next. This tool shouldn't be expected to handle everything the toolset does in this department. we need a tool that does the tedious task not something that completly replace the toolset.
the fourth step is when you are happy and is ready to start doing the finer details and load the level into the toolset.
1) You got Nothing but a simple layout map, which you can use to draw a terrainmap in two layers.
The first layer should be the transparant layoutmap that you either got from a book or made as a rough map in photoshop. (You also need to input area size, perhaps even pick levels nearby so the tool can load up edges for a more seamless world)
the second is the path map, ie where you draw roads, rivers, fenches and other terrain that should be applied ontop of the terrain.
The third layer should be the terrain map, where each color reprsent a "terrain" ie water,plain, forest, jungle, mountain and so on. each which you can adjust the "creation properties" on in the tool.
*Elevation change over distance
*prop placement(s) and likley hood of apperance and frequency. ie how many trees and rocks etc
*texture(s) and their connection to the mesh and props.
second stage would be if you have a heightmap, colormap, props map. and want it translated into a terrainmesh with texture and props. It follow the pictures in details. all it want is a scale for the area,
the third stage is manipulating existing meshes or meshes mad from previous stages. ie cut and extend borders, copy from one level into next. This tool shouldn't be expected to handle everything the toolset does in this department. we need a tool that does the tedious task not something that completly replace the toolset.
the fourth step is when you are happy and is ready to start doing the finer details and load the level into the toolset.





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