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Author Topic: Terrain Layering Order  (Read 762 times)
Squat
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« on: July 10, 2009, 03:09:09 PM »

We currently have no way to reorder the layers on our terrain. It's making it really difficult to work freely since anything painted gets buried beneath things using height based opacity maps that you may decide to add later on new layers. I would expect that we should just be able to drag the layers in the stack to whatever level we'd like, but a "move up" and "move down" button would be nice aswell.
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Squat
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« Reply #1 on: July 10, 2009, 04:56:05 PM »

Another thing I've noticed is that objects spawned on terrain either snap to the terrain or don't. A slider for this would be extremely useful. Also, a slider to move objects spawned up or down on the terrain as an "offset" would help line things up instead of moving the object itself in the .OPR...which can destroy placment elsewhere. In case you haven't noticed, all the palm trees in the demo are floating if placed on anything but the flattest surfaces. We CAN make a duplicate .opr for it, but that's extra work and extra resources.
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pixel_legolas
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« Reply #2 on: July 10, 2009, 05:36:01 PM »

something strange happened to me. I had 3 layers with textures and painted on surface. I deleted 2 layers nad just kept a base grass texture. When the other layers where gone gamecore still kept thte painted surfaces but made them white. So the layers where still there but not Smiley

I had to quite gamecore, delete bvo and back to make it normal again
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Merrie
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« Reply #3 on: July 10, 2009, 07:18:45 PM »

I would also like to ask the ability to 'name' the layers once you bring the textures in, like base, grass, rock etc. Make it alot easier then having to go into the properties to find out what layer is what. Smiley
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Squat
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« Reply #4 on: July 11, 2009, 01:16:36 PM »

Another thing I"ve noticed that really can make things difficult (terrible even) is that there is literally no undo on any operation you perform on the terrain. Once you're in terrain painting mode, your right-click no longer navigates, rather it alters the terrain. I've made this mistake countless times, over and over again and I keep screwing up any fine adjustments I've made. The smartest option right now is to export the heightmap once it's adequate and then reimport it every time you F up. Even ONE level of undo will save the world.
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pixel_legolas
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« Reply #5 on: July 12, 2009, 03:39:49 PM »

Yeah this happens to me ALWAYS Smiley

Maybe if we had just left mouse and we must click alt+left-click would be better for lowering
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Squat
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« Reply #6 on: July 12, 2009, 06:05:20 PM »

I have a question, is there any way to stitch two pieces of terrain together? I've been unable to line two pieces of terrain up because I can only select one of them at a time.
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acocq
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« Reply #7 on: July 13, 2009, 04:24:32 AM »

I have a question, is there any way to stitch two pieces of terrain together? I've been unable to line two pieces of terrain up because I can only select one of them at a time.

I know what you mean ... some sort of stiching function would be a great timesaver ... in the meantime, the only viable option (I think) is to use the SET HEIGHT brush to align the edges of the terrain ...

But unless your terrain-edges are "single height" (e.g. the entire edge is 5m in height), you have to do A LOT of fiddling around to get it aligned  Cry

Cheers,
Andreas
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BigDaz
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« Reply #8 on: July 13, 2009, 05:47:16 AM »

If you used one big terrain to rough out what you want, export that out as a heightmap, then divide that image up into say 4 tiles using a paint program, then import those 4 heightmaps back onto 4 new terrains, the edges should match up. I think something like that would work, although you'd need to plan ahead what you're going to need.
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gekido
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« Reply #9 on: July 17, 2009, 11:28:31 PM »

You can 'copy and paste' surfaces from one to another easily enough if need be, but no we don't have undo for terrain painting operations currently. 

The terrain system doesn't currently handle large-scale tiled terrain chunks well yet, but we're well aware of this and are working on solutions for the problem.
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