Your Top 5 Most Wanted Features

Started by RArcher, April 27, 2009, 10:58:27 AM

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RArcher

Well, now that we have the final 2.0 release, what more do you want to see?  Here are my current top 5 wanted inclusions:


  • Georeferenced Image Maps
  • True transparency for all materials/shaders without having to fight with the water shader
  • Wireframe options for all imported objects
  • A "Save As" package option to create a save file that includes all image maps, objects, object materials etc.
  • Bring back a working "Variations" option for imported vegetation.  (This is obviously a very long shot and would probably involve working with Xfrog to make it work).

-Ryan

Jack

#1
um yeah wire frame is a must maybe even open gl preview or preview objects like you preview the default sphere etc

Another thing I would like is to merge the tgo obj and lwo import function into just object import the amount of times I have clicked tgo import instead of obj navigated to the object and found out its an obj and having to quite out and use the tgo importer ::)

also I separate search path memory for each import and export function right now I open a file in my tg2 projects file then i go to open a terrain which i store in a terrain folder so then i have to navigate to the terrain folder
so separate search memory for
save file and open file
open terrain
open model
save render

and as ryan said transparency options for all imported objects
so a glass shader

also I wouldn't mind seeing more terrain modifiers like the twist and shear etc
My terragen gallery:
http://wetbanana.deviantart.com/

cyphyr

I've actually goten used to having no wire frame preview.
I'm after proper transparancy, ie greyscale based
Stormingly good animation module
Unique variations would be sooo cool, but as you say that would need some Very close work with Xfrog or the development of an entirely new "Tree Growth" program
cant think of two more

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sjefen


  • Yeah. A save archive option would be really handy.
  • Unique variations.
  • I also can't wait for SSS.
  • Rolling Waves (even if not animateable).
  • Support for animated, imported objects.

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

reck

Quote from: RArcher on April 27, 2009, 10:58:27 AM


  • Bring back a working "Variations" option for imported vegetation.  (This is obviously a very long shot and would probably involve working with Xfrog to make it work).

-Ryan

Something else related to this would be to allow multiple objects to be imported into populations. With xfrog for instance you may have 2 or 3 variations of the same tree, maybe of different ages. If you could plug all 3 into 1 population, preferably with options to allow for biased towards 1 or other of the objects, you would have some nice variations. If you could also randomly vary the colour of the leaves, maybe via saturation along with the currently implemented random size and rotation options you would get some nice varied forests etc.

This isn't as nice as what your asking for and I also hope for the return of the variation option as well but if its simpler to add there is more chance of getting it in.

Goms

#5
My nr.1 request is still fractal erosion. There _is_ a way and someone have already found it.

Also a build-in Macro creation system would be great, such as worldmachine has.

Edit: to proof heres a link http://dmytry.pandromeda.com/mojoworld/erosion_fractal/home.html
also check out this video done with it: http://dmytry.pandromeda.com/mojoworld/erosion_fractal/erosion_movie2.html

Maybe Matt should talk to this amazing genius :D
Quote from: FrankB
you're never going to finish this image ;-)

reck

#6
Goms do you mean erosion on a global basis because you can already create erosion on hightfields?

If I remember correctly creating fractal erosion on a planetary basis is to processor intensive at the moment. Look at how slow the alpine shader is, although it is usable you just need a bit more patience.

Edit: oops posted to quickly, just seen your links to the erosion video, very nice. Would be great to see this in TG2.


Goms

right, as Dmytry Lavrov, the creator of this example above, wrote to me, it uses a lot of memory to run "reasonable time".
But also if it is slow, it would be great to have it. As the CPUs are getting faster every half year, it should be considered to start with this.
Quote from: FrankB
you're never going to finish this image ;-)

sjefen

But you coul always plug the Alpine shader to a heightfield.
When you then have generated it. It is pretty fast :)

- Terje
ArtStation: https://www.artstation.com/royalt

AMD Ryzen Threadripper 1950X
128 GB RAM
GeForce RTX 3060 12GB

reck

Quote from: sjefen on April 27, 2009, 11:46:58 AM
But you coul always plug the Alpine shader to a heightfield.
When you then have generated it. It is pretty fast :)

- Terje

But if you don't need it on a planetary basis why not just use a standard heightield and use the erosion tool on it? This way you get some control on the erosion. Then when you are happy with it save the terrain out and then you just need to load it each time without having to run the erosion tool each time.

Naoo

Hi

• Remember every window position
• Water wave/surf
• spin/turn around xyz for everything
• size varitation for fake stones
• Stabil, stabil, stabil...

And thanks for all the programming till now :-)


ciao
Naoo


arisdemos

I think the greatest time saver would be the proposed wire frame preview for tgo/obj viewing.  I waste so much time running multiple previews to find the placement and relationship values of my object entities. I think that this function would probably be the most easily realized of any of the additional features that have been suggested here.

MF_Erwan

A very important thing for me: resolve the problem about very big heightfields:
http://forums.planetside.co.uk/index.php?topic=5564.0
Even with "flatten terrain first", displacement is on y axis...would be better to be follow the normal of the planet!

Erwan

Goms

Quote from: elegac on April 27, 2009, 03:20:22 PM
A very important thing for me: resolve the problem about very big heightfields:
http://forums.planetside.co.uk/index.php?topic=5564.0
Even with "flatten terrain first", displacement is on y axis...would be better to be follow the normal of the planet!

Erwan

Is this a Problem? There is a way to solve this, but i dont see why anyone should use such big heightfields....
Quote from: FrankB
you're never going to finish this image ;-)