Samekh
6th Sep 2010, 10:59 AM
Hi,
In the UserToolData folder their are two folders (TerrainSculptBrushes and UserBrushes). I read somewhere that we can amend these files to include the parameters for our own sculpting needs.
Yet reading the TerrainSculpt.ini in TerrainSculptBrushes (which is the one I think might need editing) it's all gobbledegook to me. The example I saw was where a person had created a brush that would flatten a perfectly square area to whatever height the point that the brush was clicked on. I think they named the brush "Flatten to height" or something and it showed up as a sculpting brush in CAW. Marvellous!
Yet I'm a bit more ambitious. How easy would it be, if it's indeed possible, to create (or script) a brush that would create a precise downward slope from whatever point the brush was clicked on?
...I've done my terrain editing (starting with an imported heightmap), painstakingly teased away the 'jagging', painted, done the roads, created the best waves I could manage but I've decided that the beaches (between cliff headlands) could be better and other than working on and re-importing the png (which will mean I have to work on the jagging again) it would be great to just have a brush which would slope the beaches gradually down to the zero luminance bottom of the sea. Then I could quickly build the cliffs up again. Obviously one gradient brush will not be enough (unless all the beaches open in exactly the same direction) so the same brush parameters would have to exist for a few different angles....
It might be too tricky but... does anyone know if there are any resources or tutorials for creating custom terrain sculpt brushes anywhere?
Yeah, there are .tga files in the TSB folder (64 pixel squares)... I take it that it's a lot more complicated than just creating a .tga with a gradient of luminance from 64 to 0? We'd need to also define the brush behaviour in the TerrainSculpt.ini too... That's the difficult bit.
In the UserToolData folder their are two folders (TerrainSculptBrushes and UserBrushes). I read somewhere that we can amend these files to include the parameters for our own sculpting needs.
Yet reading the TerrainSculpt.ini in TerrainSculptBrushes (which is the one I think might need editing) it's all gobbledegook to me. The example I saw was where a person had created a brush that would flatten a perfectly square area to whatever height the point that the brush was clicked on. I think they named the brush "Flatten to height" or something and it showed up as a sculpting brush in CAW. Marvellous!
Yet I'm a bit more ambitious. How easy would it be, if it's indeed possible, to create (or script) a brush that would create a precise downward slope from whatever point the brush was clicked on?
...I've done my terrain editing (starting with an imported heightmap), painstakingly teased away the 'jagging', painted, done the roads, created the best waves I could manage but I've decided that the beaches (between cliff headlands) could be better and other than working on and re-importing the png (which will mean I have to work on the jagging again) it would be great to just have a brush which would slope the beaches gradually down to the zero luminance bottom of the sea. Then I could quickly build the cliffs up again. Obviously one gradient brush will not be enough (unless all the beaches open in exactly the same direction) so the same brush parameters would have to exist for a few different angles....
It might be too tricky but... does anyone know if there are any resources or tutorials for creating custom terrain sculpt brushes anywhere?
Yeah, there are .tga files in the TSB folder (64 pixel squares)... I take it that it's a lot more complicated than just creating a .tga with a gradient of luminance from 64 to 0? We'd need to also define the brush behaviour in the TerrainSculpt.ini too... That's the difficult bit.