OFPEC Forum

Addons & Mods Depot => ArmA - Visitor 3 and Terrain Editing => Topic started by: Snake Man on 06 Apr 2009, 18:09:54

Title: Terrain editor feature suggestions
Post by: Snake Man on 06 Apr 2009, 18:09:54
Terrain Editor Suggestions

I'm putting together a list of terrain editor features, such as:

- 3D view with objects.
- 3D view with real time editing (paint textures into 3D terrain directly etc).
- Better handle of selecting zones something like a lasso tool.
- Better object replace function.
- Export elevations, objects (x,y,z etc) information into text file.
- Export PNG (grayscale 16bit for height and then PNG 24bit full colour).
- Export unique objects list.
- Full screen mode for experts (using only mouse and hotkeys).
- Import ESRI Shape files.
- Import various terrain formats (DEM, OFP, ArmA, Wilbur, greyscale, etc).
- Import vegetation from USGS LULC (land use / land cover) files.
- Map grid as UTM and as normal OFP/ArmA default grid style.
- Object 3D preview list (view object before you place it).
- Object brushes with altitude & slope logic.
- Object brushes with custom random placements.
- Object placer, to place for example fences automatically etc.
- Object prefabs, build and save them for later use, never discard your work!
- Obtain distance, measure horizontal distance and offset between any two points.
- Project file of terrain to include elevations, textures, objects, names, etc.
- Random object placement (whole map, selected region only, max min distance etc).
- Region tool for selecting specific areas of the map.
- Road building like in wrpedit placing roads with arrow keys.
- Road display, color and shape, user configurable.
- Terrain editing blur option.
- Terrain erosion tool.
- Terrain vertices control with fine detail.
- Terrain vertices editing brushes.

Please post suggestions of features that you think would make terrain editing more enjoyable. I'll update this first post as necessary.
Title: Re: Terrain editor feature suggestions
Post by: kju on 06 Apr 2009, 20:05:02
Aren't all object placement functions better of with 3DE?

- 3D view with objects
- Better handle of selecting zones something like a lasso tool
- Better object replace function
- Object 3D preview list (view object before you place it)
- Object brushes with custom random placements
- Random object placement (whole map, selected region only, max min distance etc)
- Region tool for selecting specific areas of the map
- Road building like in wrpedit placing roads with arrow keys

As long as we decode the new(?) A2 PEW or/and PEW format,
we better handle import and export ourself (DePbo and Roller):

- Importing various terrain formats (OFP, ArmA, Wilbur, greyscale, etc)
Title: Re: Terrain editor feature suggestions
Post by: Gnat on 07 Apr 2009, 13:53:46
Why are you asking SM?
Is there a purpose?
Title: Re: Terrain editor feature suggestions
Post by: Snake Man on 07 Apr 2009, 15:47:12
Quote
Aren't all object placement functions better of with 3DE?
Uhm no, are you serious?

Quote
As long as we decode the new(?) A2 PEW or/and PEW format,
we better handle import and export ourself (DePbo and Roller)
Well better get to work then, to fix Roller.

Why are you asking SM?
Because I want to hear what sort of features people are looking for in a terrain editor.

Quote
Is there a purpose?
Purpose? What do you mean?
Title: Re: Terrain editor feature suggestions
Post by: kju on 07 Apr 2009, 16:16:40
Nice tone SM..

3DE allows live in game editing WITH multiple persons at the same time.
Why would one ever want to return to an external app - as long as 3DE can supply
the same functionality.
Title: Re: Terrain editor feature suggestions
Post by: Snake Man on 07 Apr 2009, 17:12:29
Okay well, if you get any feature suggestions, please share as that why I posted this topic.
Title: Re: Terrain editor feature suggestions
Post by: DeanosBeano on 07 Apr 2009, 19:44:12

  I think the Visitor3 editor is very good but there are a few more things i would like.
 
 1. more scripts for placement of objects
 2. better terrain sculpting scripts
 3. the ability to animate using scripts , both user anims and RTMS
 4. the ability to destroy an object to calculate the best placement of objects around it when destroyed and to cater for any resulting rtms from destruction , I.E when a building is animated it doesnt end up with a tree sticking through a piece of it after its moved.
 
 i guess i am asking for RTE in the terrain editor with a debug console to manipulate on the fly.
  one of the greates needs is to bea ble to place an ai driving a vehicle on roads, because they are thick in this respect (or the road mechanism is) and its a pain in the ass  ging through the road laying and finding the ai want to drive through a wall ( because bis walls have roadways along the top and ai think its shorter that way or something) and then having to delete backwards to the exact piece of road and try and edit it some how.

 oh sod it, i want a editor where i can draw roads in paint and the terrain editor will plot them exact for me :).

 Snake , pls could we have some inclination as to what the information gathering , may or may not lead too ??

 
Title: Re: Terrain editor feature suggestions
Post by: Snake Man on 09 Apr 2009, 09:57:54
This may or may not lead to nothing, for sure it wont lead into me promising something I cannot deliver... ;)

First post updated with latest feature suggestions.