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Finish work on new Terrain Editor#25389/v4
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Finish work on new Terrain Editor[TSK-25389]

Tracker: Tasks Priority: NormalNormal Status: New
Resolution: -- Severity: -- Release: --
Start Date: -- End Date: -- Planned Effort: --
Spent Effort: -- % Spent / Plan: -- Assigned to: delurin, scfischer7, Wolfen69 Jan 13, 2012 09:28
Submitted by: Tristan Jan 13, 2012 09:28 Modified by: Xangis Jun 15, 2012 01:04 Requirement: --
Change Request: --
Description
I didn't even know this existed!

The Terrain Editor Preview Release was never quite finished, and there were a few bugs. I'll add them to the Bugs list at some point.

Otherwise, it needs some more work done to it, which I shall detail later.

Also, I think it would be worth removing the current Terrain Generator tool, and replacing it with the Terrain Editor. (Assuming Terrain Editor has generation tool? I can't remember) EDIT: Perhaps merge the two?

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Submitted Comment
Xangis
Jun 15, 2012 01:04
I contacted Bill Turpin to ask about the source to the new terrain editor and he said:

"The source code for the terrain editor preview is not available due to licensing restrictions."

So, we'll have to start over from scratch implementing anything that was added to the terrain editor preview.

Xangis
May 23, 2012 03:02
Where is the source to the new terrain editor in the repository?  I can't seem to find it.
delurin
Jan 13, 2012 11:38
I agree, after building one terrain map in L3DT I have just been using
the same base and using the TerrainEditor to make what I want that way
I dont have to deal with the importing. You can set the paint brush
speed to be very fast which allows you to quickly make the changes.

On Fri, Jan 13, 2012 at 10:33 AM, Tristan Bacon
<codebeamer.inbox@javaforge.com> wrote:
Tristan
Jan 13, 2012 10:33
It's not a 'barrier to entry' - it's a pain in the ass!
scfischer7
Jan 13, 2012 10:23
This could become a part if the integrated IDE. Development environment

Sent from my iPhone

On Jan 13, 2012, at 9:03 AM, Tristan Bacon <codebeamer.inbox@javaforge.com> wrote:
scfischer7
Jan 13, 2012 10:23
Yes I found the workflow to create and import assets including terrain. The current setup puts the"barrier to entry" to high. Whatever te solution is. The "workflow" as it's called need to be addressed

Sent from my iPhone

On Jan 13, 2012, at 9:03 AM, Tristan Bacon <codebeamer.inbox@javaforge.com> wrote:
Tristan
Jan 13, 2012 10:03
Of course, but I think it would be better to keep things together. I personally come across a number of time-wasting issues when using programs like L3DT, especially with texturing. I would personally create the initial terrain in L3DT, then do the textures in Terrain Editor. Then, if I need to make any tweaks to the actual terrain, I don't have to reimport the heightmap and alpha maps etc.

Just a thought.

scfischer7
Jan 13, 2012 09:53
Third party tools handle this right now

Sent from my iPhone

On Jan 13, 2012, at 8:37 AM, Jono Vanderkolk <codebeamer.inbox@javaforge.com> wrote:
delurin
Jan 13, 2012 09:37
It does not have a Generator tool.