[Idea] Node based world editor

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Rytelier
Posts: 23
Joined: Wed Jul 18, 2018 11:29 am

[Idea] Node based world editor

Post by Rytelier » Tue Oct 08, 2019 4:42 pm

Here's an idea how to improve the world generation and give tools to tinker with it easily as well: node based world editor.
How would it work?

It would allow to use nodes controlling how terrain shape, textures and decorations are placed by layering and mixing various procedurally generated mask textures.

The inputs would be procedural textures such as perlin noises, voronois, fractals, etc, nodes would allow to mix them, blend, layer together to create interesting mask. The global heightmap would be usable input as well.

The nodes can affect following: terrain heightmap,
decorations - affecting how dense and in what areas are placed trees, grass and various statics,
textures - mask affecting what terrain texture is used

This would be pretty powerful in making world more interesting and as well user friendly.
Example:
Image

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Rytelier
Posts: 23
Joined: Wed Jul 18, 2018 11:29 am

Re: [Idea] Node based world editor

Post by Rytelier » Sat Oct 12, 2019 8:09 pm

Here's a little thing that could help: https://github.com/dizzy2003/TextureWangBeta
Maybe it could be repurposed as height/mask map editor for the world?

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