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mapping:cawe:editingtools:editterrain [2008-07-04 17:57]
Joern created
mapping:cawe:editingtools:editterrain [2013-01-07 12:07] (current)
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 ==== Terrain Generation ==== ==== Terrain Generation ====
  
-{{ :​mapping:​cawe:​editingtools:​terraineditor_generate.png}} If you have created a new empty terrain and you haven'​t got any height data at hand to create its surface, it is often desirable to automatically generate a basic terrain.\\ +{{ :​mapping:​cawe:​editingtools:​terraineditor_generate.png}} If you have created a new empty terrain and you haven'​t got any height data at hand to create its surface, it is often desirable to automatically generate a basic terrain. 
-\\ + 
-The terrain generation dialog allows for this. By specifying a bunch of input parameters it lets you create different base terrains ​to work with and shows the result in real time in a previews ​window.+The terrain generation dialog allows for this. By specifying a set of input parameters it lets you create different base terrains and shows the result in real time in a preview ​window. 
   * Frequency: A high frequency results in a bumpy surface with many hills and valleys whereas a low frequency will create fewer broader hills and valleys.   * Frequency: A high frequency results in a bumpy surface with many hills and valleys whereas a low frequency will create fewer broader hills and valleys.
-  * Lacunarity: ​FIXME+  * Lacunarity: ​ A multiplier that determines how quickly the frequency increases for each successive octave in the Perlin-noise ​ function. The frequency of each successive octave is equal to the product of the previous octave'​s frequency and the lacunarity value.
   * Octaves: A higher value adds structural detail to the terrain to the terrain so its surface becomes more natural.   * Octaves: A higher value adds structural detail to the terrain to the terrain so its surface becomes more natural.
   * Persistence:​ A high value increases the surface contrast which results in steeper slopes between hills and valleys.   * Persistence:​ A high value increases the surface contrast which results in steeper slopes between hills and valleys.
   * Seed: Determines the random arrangement of hills and valleys for a terrain. You can play with this value to get different results that have all the same characteristics defined by the other parameters above. Note that the resulting terrain from a seed will always be the same (modified by the other parameters of course), so you can always recreate the same terrain again by using the same seed.   * Seed: Determines the random arrangement of hills and valleys for a terrain. You can play with this value to get different results that have all the same characteristics defined by the other parameters above. Note that the resulting terrain from a seed will always be the same (modified by the other parameters of course), so you can always recreate the same terrain again by using the same seed.
 +
 +You can also find very good and more technical descriptions of these parameters in the [[http://​libnoise.sourceforge.net/​glossary/​index.html|libnoise glossary]].
  
 ===== The Terrain Editor Sub Tools ===== ===== The Terrain Editor Sub Tools =====
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 The special thing about the flatten tool (and also the following two tools) is that it needs a reference height value. This is the height everything is flattened to.\\ The special thing about the flatten tool (and also the following two tools) is that it needs a reference height value. This is the height everything is flattened to.\\
 To get a reference value you have to pick up one from the existing terrain elevations. This is either done by activating the Eyedropper mode by holding down the ''​ALT''​ key and then clicking on the position from which you want to pick up the height value (this works regardless of the activated sub tool).\\ To get a reference value you have to pick up one from the existing terrain elevations. This is either done by activating the Eyedropper mode by holding down the ''​ALT''​ key and then clicking on the position from which you want to pick up the height value (this works regardless of the activated sub tool).\\
-Another way to pick up a height value is to use the middle mouse button (this only works for the flatten, fill and ablate sub tool).+Another way to pick up a height value is to use the middle mouse button (this only works for the flatten, fill and ablate sub tool).\\ 
 +\\ 
 +The following screenshots show usage of the flatten tool with a reference height between the two hills visible in the screens. As you can see everything is flattened to the same height. 
 + 
 +{{:​mapping:​cawe:​editingtools:​subtool_flatten1.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_flatten2.png?​133}} 
 +{{:​mapping:​cawe:​editingtools:​subtool_flatten3.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_flatten4.png?​133}}
  
 ==== The Fill Tool ==== ==== The Fill Tool ====
 {{:​mapping:​cawe:​editingtools:​terraineditor_tool_fill.png}} {{:​mapping:​cawe:​editingtools:​terraineditor_tool_fill.png}}
  
-Works in the same way as the flatten tool with the exception that only those parts of the terrain are flattened that lie below the reference height value. This allows you to easily fill up valleys while leaving mountains as they are.+Works in the same way as the flatten tool with the exception that only those parts of the terrain are flattened that lie below the reference height value. This allows you to easily fill up valleys while leaving mountains as they are.\\ 
 +\\ 
 +Using the fill tool with the same reference height as in the example above results in the flattening of all parts of the terrain except the top of the first hill. 
 + 
 +{{:​mapping:​cawe:​editingtools:​subtool_flatten1.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_flatten2.png?​133}} 
 +{{:​mapping:​cawe:​editingtools:​subtool_fill3.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_fill4.png?​133}}
  
 ==== The Ablate Tool ==== ==== The Ablate Tool ====
 {{:​mapping:​cawe:​editingtools:​terraineditor_tool_ablate.png}} {{:​mapping:​cawe:​editingtools:​terraineditor_tool_ablate.png}}
  
-Works in the same way as the flatten tool with the exception that only those parts of the terrain are flattened that lie above the reference height value. This allows you to easily ablate mountains while leaving valleys as they are.+Works in the same way as the flatten tool with the exception that only those parts of the terrain are flattened that lie above the reference height value. This allows you to easily ablate mountains while leaving valleys as they are.\\ 
 +\\ 
 +As shown below the ablate tool only cuts the top of the first hill and leaves everything else as it was. 
 + 
 +{{:​mapping:​cawe:​editingtools:​subtool_flatten1.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_flatten2.png?​133}} 
 +{{:​mapping:​cawe:​editingtools:​subtool_ablate3.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_ablate4.png?​133}}
  
 ==== The Blur Tool ==== ==== The Blur Tool ====
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 The blur tool will soften the terrain by reducing the elevation difference between the height values in the area of effect. The result is a smoother less edged terrain surface.\\ The blur tool will soften the terrain by reducing the elevation difference between the height values in the area of effect. The result is a smoother less edged terrain surface.\\
 The tool effect determines how much the terrain surface is blurred/​smoothened. The tool effect determines how much the terrain surface is blurred/​smoothened.
 +
 +{{:​mapping:​cawe:​editingtools:​subtool_blur1.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_blur2.png?​100}}
 +{{:​mapping:​cawe:​editingtools:​subtool_blur3.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_blur4.png?​100}}
  
 ==== The Sharpen Tool ==== ==== The Sharpen Tool ====
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 This is the contrary to the blur tool. It sharpens the edges of a terrain surface by increasing the elevation difference between height values and thus creating a more rocky/​edgier terrain surface.\\ This is the contrary to the blur tool. It sharpens the edges of a terrain surface by increasing the elevation difference between height values and thus creating a more rocky/​edgier terrain surface.\\
 Again the tool effect determines how intensive the sharpening is. Again the tool effect determines how intensive the sharpening is.
 +
 +{{:​mapping:​cawe:​editingtools:​subtool_sharpen1.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_sharpen2.png?​100}}
 +{{:​mapping:​cawe:​editingtools:​subtool_sharpen3.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_sharpen4.png?​100}}
  
 ==== The Noise Tool ==== ==== The Noise Tool ====
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 The noise tool raises and lowers parts of the terrain in the area of effect at random. This makes the terrain in this area bumpier and adds structure to a flat surface.\\ The noise tool raises and lowers parts of the terrain in the area of effect at random. This makes the terrain in this area bumpier and adds structure to a flat surface.\\
 The tool effect determines the maximal height difference between the current elevation and the randomly chosen one. A high tool effect makes the terrain more bumpy a low tool effect less. The tool effect determines the maximal height difference between the current elevation and the randomly chosen one. A high tool effect makes the terrain more bumpy a low tool effect less.
 +
 +{{:​mapping:​cawe:​editingtools:​subtool_noise1.png?​100}}{{:​mapping:​cawe:​editingtools:​subtool_noise2.png?​100}}
  
 ==== The Road Tool ==== ==== The Road Tool ====
mapping/cawe/editingtools/editterrain.1215187044.txt.gz · Last modified: 2013-01-07 12:07 (external edit)