Dev Update #17: Better flattening!

Dev Update #17: Better flattening!

Heyo folks!

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:

flattening

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!

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s