Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Those of you who have been following the "terrain thingy" discussion over in the wssd thread already know what this is.
The project is still in development, alpha windows builds will be available soon for testing. For now, some more screenshots
Spoiler: filters make interesting landscapes easy
Some randomly generated terrain...
Flatten filter applied...
Smoothing filter applied...
The interesting thing about the filters is they are fully reversible - the master copy is always stored with no filters applied.
Of course, you could edit this terrain to suit your liking. Clicking raises the terrain, shift-clicking lowers it. The amount of terrain raised or lowered depends on your brush.
Currently working on: autotexturing
here's the content of the default autotexture config file. Very subject to change.
Spoiler: texture config file
// Default config file.
// For custom textures, make a copy of this file and change it around.
[texture]
// Always set a default texture!
t:data/textures/rock1.png
// Triangles entirely below 100 z units
z:100
// default texture (for steepest slopes), pile of rocks
t:data/textures/pile1.png
// When the slope is less than 0.1 (pretty flat), use a dark mud texture.
s:0.1
t:data/textures/mud2.png
// With slope less than 0.5 (45 degree angle), use a light mud texture.
s:0.5
t:data/textures/mud1.png
// Triangles entirely below 300 z units (but not entirely below 100 z units)
z:300
t:data/textures/grass2.png
s:0.1
t:data/textures/dirt1.png
s:0.3
t:data/textures/grass1.png
// Triangles entirely below 1000 z units with fairly level ground
z:1000
s:0.2
t:data/textures/grass2.png
// Everything else uses the default texture.
Questions? Comments? Cuss words?
Please direct them here.