Author Topic: [Terrain] Heightmap Editor / BLS Converter  (Read 5496 times)

This is a program I've been writing in LUA using LÖVE (A 2D game engine that I absolutely löve) and am currently working on.

Basically, it's just as the title says. It takes a heightmap as input, allows the user to edit it, and converts it to a Blockland save file.

That's not all, though. It also includes some neat features, such as:
    Dynamic coloring based on height
        Importing of colorsets
        Tweakable scaling and color schemes
    Custom Height Scaling
        Constant multipliers or formulas to calculate height scaling
    Preview Image
        Can show either color map or heightmap
        Automatically scales to match the 1024x768 window
    Editing
        Raise / Lower / Smooth / Roughen / Flatten: Changes height of terrain based on proximity to mouse position
        Scaling by a changeable radius and intensity
    A bunch of other neat, minor stuff and tweakable parameters

Things I Will/Will Not Do
    I Will
        Answer any reasonable questions about it
        Convert a heightmap for you if I feel like it
    I Will Not
        Distribute it (Yet)
        Distribute the source code

Video:
    Youtube
    (I will ^(hopefully^) be uploading a higher-quality version soon.)get it i escaped the parentheses

Planned Features:
    Changing of brick datablock and size (Without editing source code)
    More Editing Tools
    Optimization

Current Applications:
    LegoPepper's RPG WIP

Feedback / constructive criticism is appreciated.
« Last Edit: March 21, 2014, 06:35:07 PM by redoctober2009 »

Wow, this is golden, how efficient is it?

Wow, this is golden, how efficient is it?
What exactly do you mean by efficient?
It runs at around 15-20 FPS right now with a 512x heightmap, if that's what you mean.
NTS, I still have some optimization to do.


Can you make a mod-ter compatible version?

how many bricks usually results in the save?

I got confused and actually thought it was some sort of extension to the "Milkshape 3D terrain" thread.
Now I'm pissed.

holy bananas thats cool

How high was the brickcount in the save shown in the video?



how many bricks usually results in the save?
How high was the brickcount in the save shown in the video?

The brickcount is mostly dependent on the size. The only bricks not loaded are the ones that are of height 0, resulting in a brickcount usually just below imageSizeInPixels2.

Can you make a mod-ter compatible version?

After I finish optimizing and adding some other small features, I will begin to integrate other types of terrain, such as ModTer and Zealot's Godus-style terrain


  
        Distribute it (Yet)
      


why?

  
 Distribute the source code
      


 why? does this mean forever?

why?
why? does this mean forever?

1. It's not done, and I haven't even considered the question of whether or not to release it when it is.
2. I will probably never release the source code.