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I have some ideas for a new UI for mterrain editor
I have made 2 mockups.
1) New MTools panel:
![image](https://github.com/user-attachments/assets/66b97143-2aa7-4354-8e7c-79534f7a3b58)
Bene…
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A set of utilities for working with heightmaps/satellite imagery and optimising terrain meshes/materials.
[Description to be completed]
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### 概要
建設DXフィールドの地形データをTerrainに反映できるようにする
### 目的
建設DXフィールドにおける動作の事前トライアルができるようにする
### やること
- 建設DXフィールドの地形データをTerrainとして取り込む
- 建設DXフィールドのTerrainをデフォルトにする
- READMEに建設DXフィールド(〇●年△月×日時点)の航空測量デー…
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We would ideally like to have everything streamed just-in-time not only for rendering, but also for physics objects that may require terrain geometry to interact against. Eventually we will be able to…
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### Describe the project you are working on
An open world game that primarily runs from a server that clients connect to. Almost all nodes can be updated/moved/rotated by clients as the world is hi…
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I've done some crude profiling on procedural terrain generation following the recipe in the documentation, _ie_
```
# Step 1:
#generate heightmap, normalmap and splatmap
# Step 2:…
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**Describe the project you are working on:**
A Tomb Raider type game . .
**Describe the problem or limitation you are having in your project:**
I can very easily make some really nice bump maps, …
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i'm working on a multiplayer game where the terrain and world is generated on a server, then everything about the world (textures, models, sounds, heightmaps, etc) are sent to the clients when they co…
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Over on #685 it came up that @MGilleronFJ and @Zylann (are you the same person? I'm not sure, but both accounts replied to me) is considering removing texture weight painting, and replacing with an al…
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```
We could do with seperating the terrain and sprites from each other. Right
now, the heightMap class loads millions of sprites onto the terrain, but I
honestly don't see how that's helpful at all.
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