Table Of Contents

  1. Introduction
  2. About TerrainEd
  3. Feature List
  4. Interface
  5. Terrain
  6. File Support
  7. Visuals
  8. Using TerrainEd with UnrealEd
  9. Revision History
  10. About the Author
  11. Copyright Information


Introduction

Welcome to the world of terrain editing and creation, which previously had been plagued with unintuitive and featureless tools. TerrainEd is designed to aid mappers in the creation and editing of terrain geometry, both natural and artificial in design. Sporting a variety of features and a design focus of the end user, You, TerrainEd will quickly prove itself an extremely handy tool in the area of terrain editing and creation.


About TerrainEd

TerrainEd's origins come from two separate demo programs, actually. A long while back, before my excursion into UnrealScript, I was attempting to design a 3d engine based solely off the Windows GDI (which is what handles all of Window's drawing, and is incredibly slow, to boot). During this time, I wrote two small, quick demo programs - one was a half-finished utility for creating special meshes of my own design, and the other was a quick implementation of a random terrain generator. It was much time between then and when I started work on TerrainEd. One night, while attempting to map, I found myself struggling and disappointed in my options for terrain creation. I was struck with an inspiration - create the definitive tool for terrain editing/creation for mappers, period. Taking both demo programs as templates, TerrainEd was built from the ground up with the mapper in mind.


Feature List


Interface

Menus

Status Bar

The Status Bar provides quick visual access to certain state information of various parts within TerrainEd. From left to right, here are the descriptions of each pane :

Controls

It may initially seem that there are many controls to remember, but given a little experience with TerrainEd, and when compared to far more expansive programs such as 3d Studio MAX, you'll find that it's not difficult both remembering and getting used to the controls.

Controls can be broken down into two groups, Simple and Advanced. Point moving occurs along only the plane of view in the Standard View (which depends on which window view you clicked in), or along specifically the XY plane / Z axis (mode pending) in the All In One Layout

Layouts

TerrainEd provides methods of displaying terrain information and interface through layouts. There are currently two layouts in TerrainEd.
In addition, every window view (in all layouts) has a rotation indicator in the center of the window view


Terrain

TerrainEd's random terrain generation algorithm provides a very fast method of generating natural looking terrain. Couple this with configurable generation parameters and a host of terrain adjustment tools, and you have the power of TerrainEd to turn boring, flat maps into something truly exciting.

Creation

The following is a description of the parameters for generating random terrain, and how they affect the terrain generated
TerrainEd supports two different methods of generating random terrain : generate a whole terrain patch, overwriting what was there before, and generating terrain only where the current terrain height is at the minimum (0)

Editing

Viewing

To further aid in the editing/creation process, TerrainEd has an Overhead View window which displays the terrain as a color coded heightmap, giving a general overall view of the entire terrain patch and where the current view area is (as well as how large it is). Clicking in the Overhead View will move the view area to be centered where the user clicked


File Support

Formats

TerrainEd currently supports three file formats

Importing

Importing and pasting follow the same interface/procedure for completing the action. The only difference is that pasting does not involve opening a file first.

There are three import modes. Only the Replace mode doesn't use a configurable percentage parameter

When importing and a file has already been opened, the terrain to be imported will appear in solid white in the immediate view area. The view area can be moved around independantly of the importing terrain, but to move the importing terrain's import location, use the arrow keys. When the importing terrain looks satisfactory in its destination, press Return to finalize the import, or hit Escape to cancel the import procedure

Exporting

Exporting is a quick and painless process. See the menu description for the differences between Full and View options. When exporting to Unreal Text, see Using TerrainEd with UnrealEd


Visuals

TerrainEd offers various ways to render the terrain
There are three toggleable options that affect how the terrain is rendered as well. TerrainEd also allows the user to change the colors used to render the terrain. All terrain is colored by ramping the height against the color ranges set


Using TerrainEd with UnrealEd

TerrainEd does not interact with UnrealEd directly. Instead, it supports exporting terrain to a file format recognized by Unrealed, the T3D format. When you've exported your terrain to T3D file, and as you read through this section, keep in mind that the generated T3D file is intended to be imported as a brush.
  1. Design your terrain and export it as Unreal Text. When the Export Scale box comes up, remember that a scale of 1 means each terrain grid is 16 Unreal units, scale of 2 is 32 Uus, and so on. Also, you can either add the terrain in UnrealEd, or subtract it, creating rooms and such, so design your terrain accordingly
  2. Open up UnrealEd. Once open, go to the Brush menu, and select Import at the bottom of the menu. This will bring up a find file dialog box - go to where you exported the terrain from TerrainEd and select the file
  3. You should see be able to see the brush as a pinkish outlined object in all the views, with a corner of the brush base at the origin of the grids. Clicking on the brush will select it, and holding down Control while you hold down the left mouse button will move the brush around in the window
  4. Once the terrain brush is in place, you can at this point either add the brush geometry to the world geometry, or subtract the brush geometry from existing geometry
If you do not know the basics of using UnrealEd, and are confused by the above instructions, please visit one of the nice online sites on UnrealEd and editing, as a how-to document for UnrealEd is far out of the scope of this one.


Revision History

v1.0 - official public release
- fixed AIO window not extending full area
- made rotation indicator easier to see direction
- enhanced undo to include intelligent multi-level undo/redo
- added distance shadowed cue to aid in distance/orientation determination by user visually
- added Copy and Paste
- added Noise Filter
- added Raising / Lowering Terrain
- added generation of random terrain around pre-existing terrain
- added point info box
- added export time scaling of t3d geometry

v0.96 - final public beta test
- added Relational Manipulation methods
- a lot of internal code cleanup
- added single-level undo features

v0.94 - private beta update
- implemented polygon rendering, entailing :
- did away with export mode window - now tri cross alignment can be flipped at any time by holding down Shift+Control+Left-click
- exporting now happens like importing - immediately from menu selection
- tweaked the menu a bit
- added option to either not draw poly's facing away, or to draw them wireframe (shade mode only)
- added option for flat or smooth shading (applies to wireframe and shade mode, not point)
- cleaned up a lot of outdated code, decreased size of executable nicely

v0.92 - private beta update
- changed view area moving to Left&Right+Click+Drag
- fixed issue with cursor disappearing when let go off the edge of the window
- added add random noise option
- added two terrain smoothing methods - Flatten and Average
- fixed bug where resetting windows would cause terrain to jump to last unlocked position

v0.90 - private beta udpate
- fixed many bugs and issues
- ported to OpenGL
- changed selection boxes to fade in color the farther they are from the current view area center
- enabled all render modes to display in fully ramped color scheme
- tweaked the way tri determinates (the diagonals that split a quad into two tri's) are calculated

v0.8 - initial public beta test


About the Author

I am currently 22, employed in the US Army and stationed in Arizona. My hobbies include (and in order of importance, for better or worse) :


Copyright Information

Use of TerrainEd in any way, shape, manner, or form indicates that the user fully agrees to the statements below.

All referenced software and products not explicitly created and copyrighted by Martin "Pfhoenix" Actor are copyrighted and protected under their prospective owners and creators.

TerrainEd is sole intellectual property of Martin "Pfhoenix" Actor. TerrainEd may not be mass distributed (defined as distribution via CD or other demo disk) without prior expressed consent by Martin Actor. TerrainEd may not be sold by anyone without explicit permission and agreement by, and from only, Martin Actor. Any damage, either physical or mental, which may or may not be directly or indirectly resulting from the use in any way, shape, manner, or form of TerrainEd is solely the responsibility of the User.