L_World: a 200 km2 world-partitioned landscape from a seeded heightmap
Off the ladder at the user's request. Scripts/Authoring/generate_heightmap.py (numpy, installed locally by bootstrap-pylib.sh) writes a 16-bit height PNG and three 8-bit weight PNGs to Content/World/Heightmaps; create_world.py rebuilds /Game/Maps/L_World from them through ULandscapeAuthoringLibrary in the new SaltyEditor module, which wraps ALandscape::Import because the engine exposes no landscape creation to Python. Uses Elite_RockyMeadows' landscape material and layer infos (the pack itself is still uncommitted). 4033 vertices a side at 350 cm a quad; swap the PNGs and rerun to change the terrain. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -38,6 +38,11 @@ The editor serves the engine's MCP plugin on `127.0.0.1:8000/mcp` while it is op
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Claude Code at it. Reconnect with `/mcp` once the editor is up. Close the editor and its Live Coding console
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before a shell build.
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Off the ladder: `Content/Maps/L_World`, a ~200 km² world-partitioned landscape built by
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`Scripts/Authoring/create_world.py` from PNGs in `Content/World/Heightmaps/` (seeded by `generate_heightmap.py`)
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through `ULandscapeAuthoringLibrary` in the `SaltyEditor` module. It uses Elite_RockyMeadows' landscape material.
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No gameplay code references it; the gym is still the test level.
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Next: step 3, the body, the camera, the input map and the gym. Step 1's PIE proof (two clients, dedicated
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server, two pawns in the gym) is still a person's to tick. Update this section when a step closes.
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