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>
This commit is contained in:
Rainer Leit
2026-09-16 20:51:37 +03:00
co-authored by Claude Fable 5.1
parent 0189ed9124
commit 1945ef033b
286 changed files with 1363 additions and 0 deletions
+5
View File
@@ -38,6 +38,11 @@ The editor serves the engine's MCP plugin on `127.0.0.1:8000/mcp` while it is op
Claude Code at it. Reconnect with `/mcp` once the editor is up. Close the editor and its Live Coding console
before a shell build.
Off the ladder: `Content/Maps/L_World`, a ~200 km² world-partitioned landscape built by
`Scripts/Authoring/create_world.py` from PNGs in `Content/World/Heightmaps/` (seeded by `generate_heightmap.py`)
through `ULandscapeAuthoringLibrary` in the `SaltyEditor` module. It uses Elite_RockyMeadows' landscape material.
No gameplay code references it; the gym is still the test level.
Next: step 3, the body, the camera, the input map and the gym. Step 1's PIE proof (two clients, dedicated
server, two pawns in the gym) is still a person's to tick. Update this section when a step closes.