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> Requirement Gathering for next version of DWARF
Mole
post Feb 10 2007, 12:12 AM
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All –

We at PW are beginning to design the next version of DWARF, our world editor. We are looking to our community to suggest any improvements you would like to see in DWARF.

Our current list of improvements is:
- A redesign of the graphical engine and user interface to make to more friendly and easier to use.
- Ability to save world information to a generic Ogre mesh data file.
- A plug-in system that will, among other things, provide the ability to save the world information to a specific game server format.
- To keep DWARF usable by other game development projects by not forcing PW-specific standards into the editor.
- To keep DWARF as a straight world editor and not a game editor.
- Ability to place objects on a terrain
- Default lighting
- Ability to cycle through day/night and to give different positions to the sun
- A light slider to adjust the overall ambient light of a scene to give world designers a more realistic look at a specific environment.
- Lighting that will be accurate, via plug-in system, to a project’s game client.
- Ability to modify the terrain
- Ability to “paint” a road/path.
- Full color palette.
- Stamping, burning, highlighting, and color picker tools
- Ability to edit the terrain mesh
- Grass and tree “drawing” tools so that entire forests can be placed at once
- Revamp of the object placement listing system to make things easier to find, view, and place
- Ability to edit object properties and set levels of detail on an object
- Ability to select a group of objects and make a common set of property edits to all objects in a group
- Ability to have docking windows that are movable, resizable, etc.
- Ability to remember window placement between program runs.

These requirements list out things that will be added into the next release of DWARF. If you have any additional requirements, please get them to us now and add them to this thread.

We will be collecting requirements until Saturday, February 23.


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njpaul
post Feb 10 2007, 12:21 AM
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PW Client Team Lead
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I'd like to add the ability to mark geometry as world geometry (see the ogre docs http://www.ogre3d.org/docs/api/html/classO...SceneManagera58. Setting geometry, such as grass, as world geometry, allows Ogre to better batch the geometry by material settings for optimized rendering.

Also, when scaling an object, there should be an option to normalize normals. See http://www.ogre3d.org/docs/api/html/classO...re_1_1Entitya30 for a description. Basically, when scaling, normals get scaled too, which causes lighting errors. Normalizing normals will fix this, but has an overhead. For this reason scaling in Dwarf should be avoided whenever possible. Maybe we can even allow scaling and calculate the new normals before saving the world, so the overhead is eliminated and we wouldn't need the option to normalize normals.

Both of these don't necessarily need to be in the next version of Dwarf, but it'd be nice to see them in a future version.
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Cobra
post Feb 10 2007, 04:52 AM
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QUOTE(njpaul @ Feb 9 2007, 06:21 PM) *

I'd like to add the ability to mark geometry as world geometry (see the ogre docs http://www.ogre3d.org/docs/api/html/classO...SceneManagera58. Setting geometry, such as grass, as world geometry, allows Ogre to better batch the geometry by material settings for optimized rendering.

Also, when scaling an object, there should be an option to normalize normals. See http://www.ogre3d.org/docs/api/html/classO...re_1_1Entitya30 for a description. Basically, when scaling, normals get scaled too, which causes lighting errors. Normalizing normals will fix this, but has an overhead. For this reason scaling in Dwarf should be avoided whenever possible. Maybe we can even allow scaling and calculate the new normals before saving the world, so the overhead is eliminated and we wouldn't need the option to normalize normals.

Both of these don't necessarily need to be in the next version of Dwarf, but it'd be nice to see them in a future version.


The normals thing was something I always didn't like about the current Dwarf.

Just coming from The Elder Scrolls construction set I have a whole slew of ideas I want to put on the table, but one that popped into my mind right after the AC would be decalling. The same way that Hammer does it, you have some dirt, grime, stonedammage, cracks, mold whatever on a DDS that is transparent except the crack or whatever, and you can simply apply this "decal" to any face in the world

There would also have to be a "decal" mode so you could remove (or scale, copy, rotate, move) decals without disturbing the world itself.

Hope I'm making sense here smile.gif


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njpaul
post Feb 10 2007, 11:47 AM
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Decals would be a very nice feature to have.
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