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Hypothetical Terrain Editor Features

06-22-2009, 06:13 PM#1
Kwah
If I were to make such a thing (which I certainly plan to do over the summer), what would you want in it? What should be different from the WE and what should be the same/similar?

Personally, I'd go for:
  • Intuitive Translation/Scaling/Rotation Controls
  • Easier and Faster Importing
  • Automated 'brushes' for types of terrain (ie: forest)

Any ideas you have are welcome.
06-22-2009, 06:38 PM#2
0zyx0
The tool(s) that changes the water level should be different from the cliff tools.
06-22-2009, 07:37 PM#3
grim001
Something to help with creating/blending height gradients in the terrain. It is very time consuming to create a large, perfectly sloped surface.
06-22-2009, 07:53 PM#4
Kwah
Thanks to both of you, especially grim. ;)
06-22-2009, 10:42 PM#5
AnemicRoyalty
(somewhat silly idea): Brush hardness/opacity controls for terrain height placement i.e. same as Photoshop or the Sculpt Geometry tool in Maya.
06-22-2009, 10:44 PM#6
Kwah
Having a strength as well as size on the brush is hardly silly.
06-24-2009, 04:31 AM#7
Kojir
More brush shapes, as well as more tiles [a function that grimoire used to supply]

also the ability to edit what tiles overlap, and in what order.
06-24-2009, 06:35 PM#8
Eleandor
Grouped scaling/rotating. Right now rotating doodads makes each one rotate independantly around their own central Z-axis. Instead of that, allow all selected doodads to be rotated around 1 shared Z rotation axis.

Also, if possible, allow entering your own X,Y,Z coordinates when moving doodads, similarly how you can currently change X,Y, and Z scaling factors (by double clicking the doodad).

Allow single doodads to ignore object editor limitations. For example: if the maximum scaling value of "Lordaeron tree" is 1.2, then all trees follow that rule. However, you should be able to overrule this by changing the scale of a selected tree(s) above 1.2 anyway. Should be possible, since destructables created through triggers ignore object editor data.

Quote:
also the ability to edit what tiles overlap, and in what order.
That's already in the editor?

Maybe add a GUI to quickly retint ground tile textures (that are then automatically imported in the map and override the old textures)
07-05-2009, 07:22 AM#9
Mendel
maybe make all of the doodads collozion size 0 and after we have done with the terrain just place path blockers... it's very annoying when they don't let me put an obelisk at spot where 2 of them can be easly placed and not collize
i think u should base you system like this