This quick update is about the flattening tool. In the previous incarnation, it was a bit confusing as to how it was actually doing the flattening. Some thought it was averaging, some thought it was going to the max/min of the quad.
In actuality, it was dependent on the vertex closest to your click. Which, looking back now, while functionally good, it wasn’t well represented by the controls.
So, I’ve changed it so that it will flatten the quad to the highest vertex. And I also made it compatible to dragging, as you can see below:
It is always based off of the highest vertex on the first selected quad. Works like a treat, though processing it can be a bit laggy in some cases. I’ll take a look at optimizing it later if we end up going with it.
The vertex and tile height controls will remain as is, as they offer a very good control with the way they are. I envision users using the flatten tool to make a larger area flat, and then using the vertex/tile tools to further refine the terrain as they wish.
Next up; water! Have some ideas about how to tackle rivers/ponds, and am going to begin working on it now. This weekend we’ll have an awesome demo with a lot of new stuff compared to the previous one! Once I can make terrain editing/course building fun, that’s already half the battle!
Thanks for reading!