Print at May 19, 2026, 10:53:36 PM

Posted by Keet at Mar 31, 2026, 5:32:13 PM
Re: Terrain Generator plug-in
Bug: terrainGridSize is written with the wrong value.

Background (Using the previous version 1.2.2)
I have a terrain that spans over 232500 square meter with 970000+ elevation points and the original gridsize 50. This is spread over 25 rooms, some with very few room-points, and curved rooms with many room-points.
Initially I increase the elevation of all rooms using a very large radius to force generation of the elevation points in the Home.xml file. I use a little C# code to rewrite all elevation values to 50. This creates a flat terrain with a height of 50. The terrains are placed on a level -50 making the top of the terrain flat with the 0 level. This allows little dips in the terrain below 0 which is otherwise not possible. Of course all terrains are generated as if on level 0 so after each generation I have to move the generated terrains to the -50 level.

Testing with version 1.4.2
I changed the gridsize to 25 to see if a smaller gridsize would result in the same look but with a smaller file size and less elevation points. All terrainGridSizes got different values, none 25. There was no way to reset this, only with manual edits to fix the gridsize values but the damage was done. It resulted in weird surfaces with random spikes and dips back to 0, even with all elevation points set to 50. It ruined my project so I had to retrieve a backup file to try again.

Wishlist option: Set an initial elevation level for all elevation points. That way it is easier for users to create ponds, lakes, and rivers. It's what I do with my C# code but having the option in the TerrainGenerator is obviously much easier.

Now a brain breaker: multiple different rooms in a project. Different rooms are generated with different grid sizes. Then multiple of those rooms are selected to generate a new terrain. What happens with the gridsizes?
(By-the-way, that was not what I did in my project to cause the wrong grid sizes.)
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