Difference between revisions of "Heightmap Editing"

Jump to navigation Jump to search
4 bytes added ,  18:55, 24 October 2009
updated images for the geck
imported>Truant
m (formatting)
imported>Truant
(updated images for the geck)
Line 6: Line 6:


=='''Heightmap Editor'''==
=='''Heightmap Editor'''==
[[image:heightmapeditor01.jpg|thumb|right|Heightmap Editor Window]]
[[image:HeightmapEditor.png|thumb|right|Heightmap Editor Window]]
The [[:image:heightmapeditor.jpg|Heightmap Editor]] is the tool used for massive landscape terrain alteration. With this program it is possible to create, sculpt, refine and even erode large sections of landscape cells for a [[:Category:World Spaces|world space]]. Local, or high detail landscape editing functionality is still retained in the [[:Category:Landscape|landscape editor]]. The Heightmap Editor window (accessible from the '''World/Heightmap Editing''' pull down menu in the main menu bar, or from the [[Buttons|globe icon]] on the main editor toolbar) is divided up into 3 main sections: [[#Main Menu/Editing Toolbar|Editing Toolbar]], [[#Brush/Erosion Parameters|Brush Parameters]], and [[#Editing/Overview/Preview/Color Masking Windows|Editing Window]].
The [[:image:HeightmapEditor.png|Heightmap Editor]] is the tool used for massive landscape terrain alteration. With this program it is possible to create, sculpt, refine and even erode large sections of landscape cells for a [[:Category:World Spaces|world space]]. Local, or high detail landscape editing functionality is still retained in the [[:Category:Landscape|landscape editor]]. The Heightmap Editor window (accessible from the '''World/Heightmap Editing''' pull down menu in the main menu bar, or from the [[Buttons|globe icon]] on the main editor toolbar) is divided up into 3 main sections: [[#Main Menu/Editing Toolbar|Editing Toolbar]], [[#Brush/Erosion Parameters|Brush Parameters]], and [[#Editing/Overview/Preview/Color Masking Windows|Editing Window]].


=='''Main Menu'''==
=='''Main Menu'''==
Line 115: Line 115:
*'''Overview Window''' This window shows a macro view of all editable heightmap sections for the currently loaded world space in a 16x16 grid. To switch focus in the editing window to a new heightmap section, simply click in the center of the 4 sections you wish to load, on the overview window. This is also useful if you would like to quickly reload or refresh the current 4 cells you are editing. The overview window can be toggled on and off via the overview icon on the toolbar, next to the camera icon, and can be resized and moved if desired. See the section on [[#Main Menu|overview generation]] for more information on generating the overview window image.
*'''Overview Window''' This window shows a macro view of all editable heightmap sections for the currently loaded world space in a 16x16 grid. To switch focus in the editing window to a new heightmap section, simply click in the center of the 4 sections you wish to load, on the overview window. This is also useful if you would like to quickly reload or refresh the current 4 cells you are editing. The overview window can be toggled on and off via the overview icon on the toolbar, next to the camera icon, and can be resized and moved if desired. See the section on [[#Main Menu|overview generation]] for more information on generating the overview window image.
*'''Preview Window''' This window offers a 3D visualization for the currently selected heightmap section. To bring up the preview window, press the camera icon on the Heightmap Editor toolbar. To navigate around the preview window, press and hold the left mouse button while dragging to spin the landscape mesh inside the viewport. Press and hold the middle mouse button to zoom the view in and out. Press and hold the right mouse button to pan the landscape mesh laterally around the window. To quickly update or refresh the preview window after a heightmap change, press the Spacebar, or press the '''Refresh''' button. Holding down the Ctrl key while moving the mouse will adjust the point of origin for the preview window lightsource. Holding down the Left or Right Shift key while moving the mouse will update the position of the magenta scale reference character. This simple 3D box is a rough representation of a person, or 128 [[exterior cells|units]] of vertical height. The 3 radial buttons at the top of the preview will switch the viewport display between '''Solid''', '''Wireframe''' and '''Points''' modes. The preview window can be resized and moved if desired. Note that the preview window will reflect the current selection within the loaded heightmap section. For a finer granularity (more accurate) preview mesh, try selecting a smaller section in the heightmap edit window with the marquee or lasso tools to preview. In order for the preview mesh to reflect this change, the preview window must be closed and re-opened so that the mesh can be redrawn to the new size.
*'''Preview Window''' This window offers a 3D visualization for the currently selected heightmap section. To bring up the preview window, press the camera icon on the Heightmap Editor toolbar. To navigate around the preview window, press and hold the left mouse button while dragging to spin the landscape mesh inside the viewport. Press and hold the middle mouse button to zoom the view in and out. Press and hold the right mouse button to pan the landscape mesh laterally around the window. To quickly update or refresh the preview window after a heightmap change, press the Spacebar, or press the '''Refresh''' button. Holding down the Ctrl key while moving the mouse will adjust the point of origin for the preview window lightsource. Holding down the Left or Right Shift key while moving the mouse will update the position of the magenta scale reference character. This simple 3D box is a rough representation of a person, or 128 [[exterior cells|units]] of vertical height. The 3 radial buttons at the top of the preview will switch the viewport display between '''Solid''', '''Wireframe''' and '''Points''' modes. The preview window can be resized and moved if desired. Note that the preview window will reflect the current selection within the loaded heightmap section. For a finer granularity (more accurate) preview mesh, try selecting a smaller section in the heightmap edit window with the marquee or lasso tools to preview. In order for the preview mesh to reflect this change, the preview window must be closed and re-opened so that the mesh can be redrawn to the new size.
[[image:colormasking.jpg|thumb|right|Color Masking Window]]
[[image:HeightmapColorMask.png|thumb|right|Color Masking Window]]
*'''Color Masking''' The color masking window allows the grayscale heightmap to be shaded in color, to better help visualize and spatially organize the height range of the heightmap editor. Through its interface, one can also filter and isolate specific height ranges to work in. To bring up the color masking window, press the color mask icon, between the grid and marquee icons, or choose it from the View pull-down menu. With the window open, you can see that there are 10 mask ranges - all of which can be individually scaled and adjusted to shade the pixels within the defined height range of that particular mask. To change the color for a mask, simply click on the swatches below the sliders to adjust the color respectively through the standard Windows color picker. The color mask system will specify that any pixel in the heightmap at that height, in [[exterior cells|units]], will be shaded that color, and will interpolate smoothly to the next masking step above or below. For example, suppose you wanted to have all pixels below the water level be blue. You could simply set one masking level to be blue and to have a height value that is the same as the sea level. Set the next masking step to be one unit above the masking level, and to have a different color. There should now be a clear distinction on the heightmap of what is below and above the water line. It is also possible to use the color masking tool to temporarily prevent certain height ranges from being edited. In the previous example, you could block all pixels below the water level from being editable by making sure the minimum value for all of the 10 masks was at or above the water level height. This temporarily tells the editor that there are no alterable pixels below the specified height. Later, this height can be readjusted via the color masking to open it back up for editing. To set a height range for any mask, simply adjust the sliders or enter in a numerical value, in [[exterior cells|units]], within the number fields above each mask. It is also possible to change the colors of the grid overlay and the edit cursor in this window by clicking on their respective swatches, and choosing a color through the Windows color picker. Press '''OK''' to accept the changes and close the color masking window. Press the '''Cancel''' button to discard any changes and close the color masking window. Press '''Reset''' to revert back to the default settings. Range: 0-65535
*'''Color Masking''' The color masking window allows the grayscale heightmap to be shaded in color, to better help visualize and spatially organize the height range of the heightmap editor. Through its interface, one can also filter and isolate specific height ranges to work in. To bring up the color masking window, press the color mask icon, between the grid and marquee icons, or choose it from the View pull-down menu. With the window open, you can see that there are 10 mask ranges - all of which can be individually scaled and adjusted to shade the pixels within the defined height range of that particular mask. To change the color for a mask, simply click on the swatches below the sliders to adjust the color respectively through the standard Windows color picker. The color mask system will specify that any pixel in the heightmap at that height, in [[exterior cells|units]], will be shaded that color, and will interpolate smoothly to the next masking step above or below. For example, suppose you wanted to have all pixels below the water level be blue. You could simply set one masking level to be blue and to have a height value that is the same as the sea level. Set the next masking step to be one unit above the masking level, and to have a different color. There should now be a clear distinction on the heightmap of what is below and above the water line. It is also possible to use the color masking tool to temporarily prevent certain height ranges from being edited. In the previous example, you could block all pixels below the water level from being editable by making sure the minimum value for all of the 10 masks was at or above the water level height. This temporarily tells the editor that there are no alterable pixels below the specified height. Later, this height can be readjusted via the color masking to open it back up for editing. To set a height range for any mask, simply adjust the sliders or enter in a numerical value, in [[exterior cells|units]], within the number fields above each mask. It is also possible to change the colors of the grid overlay and the edit cursor in this window by clicking on their respective swatches, and choosing a color through the Windows color picker. Press '''OK''' to accept the changes and close the color masking window. Press the '''Cancel''' button to discard any changes and close the color masking window. Press '''Reset''' to revert back to the default settings. Range: 0-65535
*'''Height Conversion''' It's important to know how the height units in the heightmap editor relate to the actual terrain elevation when the map is saved to the plugin. Water level (defaults to z=0 in exterior cells) corresponds to z=4096 on the height map. Moreover, all differences from this value are doubled in the generated terrain. For example, z=4196 doesn't give a terrain height of 100, but 200 instead. Following this formula, the default height in the heightmap editor (3072) results in an ocean depth of -2048 units.
*'''Height Conversion''' It's important to know how the height units in the heightmap editor relate to the actual terrain elevation when the map is saved to the plugin. Water level (defaults to z=0 in exterior cells) corresponds to z=4096 on the height map. Moreover, all differences from this value are doubled in the generated terrain. For example, z=4196 doesn't give a terrain height of 100, but 200 instead. Following this formula, the default height in the heightmap editor (3072) results in an ocean depth of -2048 units.
Anonymous user

Navigation menu