Posted: Sun Dec 03, 2006 6:56 am
Hello,
My answer depends on whether you using a direct heightfield import, or importing the map as a design map.
This is technically possible on:
- Attributes map
- Normals map
- Texture map
- Alpha maps
This is not possible on:
- Heightfield
- Water map
- Salinity map
- Light map (for shadows, anyhow.)
The problem with some of the maps are that the calculations are not "well bounded"; each region may depend on the region next to it. In these cases, it would be a nightmare trying to render the areas as tiles, and have them line up afterwards.
In any case, I'm not likely to implement a selective tile rendering option soon, but what I will do is export the functions required to render (some of the) calculations as tiles, and let plugin developers do what they will with them.
Still thinking about this one. Maybe I should think faster...
Rivers are definitely on the list for the release after next. So is heightfield editing.
Okay, I've brought vegetation forward on the to-do list. Also for the release after next (hopefully.)
I'm going to wimp-out of this; the 3DS format is too hairy for me, and I don't do any mesh work, so I don't have the required tools to test the export plugin. Anyone? Anyone?
Could you list the requirements?
Cheerio,
Aaron.
My biggest gripe atm is water and how it's generated. Our world map was imported from Fractal Terrains and to get the Lake and Ocean differences is a nightmare. Lakes that are miles inland are converted into inland seas (why).
My answer depends on whether you using a direct heightfield import, or importing the map as a design map.
- Selective Mosaic Rendering
This is technically possible on:
- Attributes map
- Normals map
- Texture map
- Alpha maps
This is not possible on:
- Heightfield
- Water map
- Salinity map
- Light map (for shadows, anyhow.)
The problem with some of the maps are that the calculations are not "well bounded"; each region may depend on the region next to it. In these cases, it would be a nightmare trying to render the areas as tiles, and have them line up afterwards.
In any case, I'm not likely to implement a selective tile rendering option soon, but what I will do is export the functions required to render (some of the) calculations as tiles, and let plugin developers do what they will with them.
- Road paths
Still thinking about this one. Maybe I should think faster...
- Rivers
Rivers are definitely on the list for the release after next. So is heightfield editing.
- Vegetation mapping
Okay, I've brought vegetation forward on the to-do list. Also for the release after next (hopefully.)
Having a units converter to nwn2 units would be good too. Has anyone thought about direct 3Dmax exporting so that when the plugins become available we can load them via passing through max, ie. export from L3DT to Max, import to NWN2?
I'm going to wimp-out of this; the 3DS format is too hairy for me, and I don't do any mesh work, so I don't have the required tools to test the export plugin. Anyone? Anyone?
Anther idea would be having a plugin that directly exports the various nwn2 file formats, terrain, water, etc. into a directory that could then be imported directly by the ToolSet.
Could you list the requirements?
Cheerio,
Aaron.