realXtend / tundra

realXtend Tundra SDK, a 3D virtual world application platform.
www.realxtend.org
Apache License 2.0
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Implement in-world terrain heightmap editor. #487

Open juj opened 12 years ago

juj commented 12 years ago

Implement an editor which allows the terrain vertex data to be conveniently edited directly in-world.

In the meanwhile, as a workaround, Tundra can use image files as heightmap refs to allow live-update-editing from a paint program.

peterclemenko commented 12 years ago

This would be massively helped by the new terrain improvements in Ogre from GSOC 2012.

gfxguru commented 12 years ago

Yea and maybe an object editor so we could actually put content into Tundra. b2rex is very limited and not working unless under perfect build conditions.

On Sat, Aug 25, 2012 at 9:15 PM, th3flyboy notifications@github.com wrote:

This would be massively helped by the new terrain improvements in Ogre from GSOC 2012.

— Reply to this email directly or view it on GitHubhttps://github.com/realXtend/naali/issues/487#issuecomment-8029179.

peterclemenko commented 12 years ago

While I agree with you gfxguru, I think that should be a separate issue.

gfxguru commented 12 years ago

I disagree with you totally!. How's a normal person or general user suppose to interact?

On Wed, Aug 29, 2012 at 6:17 PM, th3flyboy notifications@github.com wrote:

While I agree with you gfxguru, I think that should be a separate issue.

— Reply to this email directly or view it on GitHubhttps://github.com/realXtend/naali/issues/487#issuecomment-8143178.

gfxguru commented 12 years ago

This is the main problem with Tundra. There is not easy was to create or edit content.

On Thu, Aug 30, 2012 at 4:40 PM, Bill gfxguru@gmail.com wrote:

I disagree with you totally!. How's a normal person or general user suppose to interact?

On Wed, Aug 29, 2012 at 6:17 PM, th3flyboy notifications@github.comwrote:

While I agree with you gfxguru, I think that should be a separate issue.

— Reply to this email directly or view it on GitHubhttps://github.com/realXtend/naali/issues/487#issuecomment-8143178.

Stinkfist0 commented 12 years ago

@gfxguru, what @th3flyboy meant here was that we should make a new github issue, f.ex. 519 "Implement in-world object editor", to discuss that matter.

peterclemenko commented 12 years ago

Thank you Stinkfist; I was just about to explain that in a comment myself.

@gfxguru, the reason for putting it in a seperate github issue is to allow for easier tracking of what to do. If you stick that comment here, yeah, the terrain editor gets implemented, but unless you weed through the comments, no one realizes someone also wanted an object editor as well. It also helps with milestones and managing what developers should work on.

jonnenauha commented 12 years ago

This is not a Tundra core issue imo. Tundra provides scene, entity and asset editors that are not meant to be used by the end users really. They are sufficient for world building and importing content. End users interact with the scene via the applications you put in there. Its up to you.

This is again the "confusion" that Tundra is a ready package of client and server and you can do anything with it. Apps like avatar are provided in the examples where you can use it as is or develop it further. This developing the apps side of things has been talked many times over. Tundra core framework should be kept clean of that. Maybe some day well make a thing that uses tundra and provides nice out of the box virtual world thing a'la SecondLife or OpenSim. I guess its needed to gain more traction in certain circles. I guess we at our company are doing exactly that using the powerful Tundra as the base :P

It's a hard topic and hard to explain or figure out to people where the line should be drawn. I think the current system is very good.

Tundra is all about not putting restrictions to your world. You can make whatever of it. This requires you to be able to make applications in script but thats the way it goes now...

peterclemenko commented 12 years ago

@gfxguru, see issue 519. I agree up to a point it should be separated out from Tundra. I think it should actually be a plugin in the Application folder along with a plug in for using Ogre::Terrain myself.

jonnenauha commented 12 years ago

Yes a proper high level terrain editor could be done in a Application plugin. This would give proper controls of editing EC_Terrain(s) in the scene or adding one. One thing that is missing badly is importing a heightmap texture and exporting it to the .ntf format. Some texture painting on top of that would be nice too (we had that in naali!). Currently heightmap to ntf can be done but only from code or using the entity editors functions dialogs but those are pretty advanced for most users. Why only giving heightmap to the EC_Terrain attribute is not enough is because the heighmap type rigidbody physics are then broken, you must give a ntf as the ref to get it working (should issue a bug for this) :(

peterclemenko commented 12 years ago

Personally, I would suggest deprecating the ntf format in favor of using PNG. PNG is supported by the Ogre::Terrain plugin, and in all reality, if PNG were used, it would be a lot easier to import GIS data using GDAL to convert to PNG. GDAL, in case you are wondering, would allow importing things even as far as ASTER or SRTM data and converting it to a usable height map.

Have fun with this thought: http://www.gdal.org/formats_list.html