Circular option for terraforming
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Rhees Ravenwood
When terraforming land, we currently have a squared target area and at nearly 20 years on the grid, it's the only one I recall having. Is it possible to have a circular option for softer land sculpting in addition to the harder lines we have now?
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Spidey Linden
Merged in a post:
Landscaping Algorithm
LissomePrey Resident
When landscaping either directly through the viewer or via a scripted object, land away from the area you are working on is affected to some extent. This can cause iterations around an area or even finding that a significant area was no longer at the level you had set earlier.
Would it be possible to also have more focused landscaping, for example just affecting one square metre, perhaps with a warning if you were stretching the mapping facilities beyond reasonable limits?
Failing that could the algorithm used when landscaping be published so that we can know what the likely effects are?
Ikaros Alpha
(I found it helped when I set brush size to 0,1 in Firestorm's debug and 'smooth' peaks in wireframe mode.)
Alwin Alcott
when first selecting land, it will only involve the edges to keep it connected to the bigger total, but mainly only strongest addaption in the selected part, dividing/ landcutting does the same.
Toothless Draegonne
Upvoting because even scripting using llModifyLand is freakishly weird. Would be nice to let even just parcel owners use a greyscale bitmap of height values, scroll and rotate it around in the viewer a bit to preview changes and then hit an apply button to send to the server and bake everything in place.
Toothless Draegonne
Honestly, depending on how tricksy to implement, but having (for instance) a 32x32 greyscale bitmap be a custom brush tool would work here. 0 for max push-down, 255 be max push-up. 127 be a no-change.
Let region and parcel owners get real imaginative with their build brushes and go ham with it.
Dreamscaped Dagger
A circle would be nice! Imagine terraforming a crescent moon lake with the tools we currently have... This would have been helpful without having to modify a .raw file or having this as an option if the region is not yours to edit that feature.
It would also be awesome if we could set this via script (llModifyLand) using mesh/building prim physics to make any shape we want as the terraform area!
I really hoped for something like this when building my pathways system, which includes arced paths, so I could just allow terraforming from the path itself, to follow how the pieces are configured. It would be nice to be able to do more than one square area at a time... I had to come up with a work around for my terraformer tool.
steph Arnott
Can not see any advantage, the land tools are so basic that they are akin to painting a portrait with an industrial sprayer.
shug Maitland
the best option is to be able to set a prim(s) to work as a land deformation tool
shug Maitland
or better, a spherical option to make a round bottomed depression
Roary McGillivary
I personally would like to see a tunneling ability to ground terraforming
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