Move the heightmap PNGs out of Content into RawContent/World

The editor offered to import them as textures on every start; source files for authoring scripts do not belong
under Content. create_world.py and generate_heightmap.py read them from RawContent/World/Heightmaps.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Rainer Leit
2026-09-16 21:19:30 +03:00
co-authored by Claude Fable 5.1
parent 1945ef033b
commit 4025b04941
8 changed files with 6 additions and 6 deletions
+1 -1
View File
@@ -7,7 +7,7 @@ the reasoning lives in the specs, this is the memory.
- 2026-09-16 — Off the ladder, at the user's request: `L_World`, a world-partitioned ~200 km² landscape from a
seeded heightmap. `Scripts/Authoring/generate_heightmap.py` (numpy, in `Scripts/Authoring/.pylib` via
`bootstrap-pylib.sh`) writes 16-bit height and 8-bit weight PNGs to `Content/World/Heightmaps/`;
`bootstrap-pylib.sh`) writes 16-bit height and 8-bit weight PNGs to `RawContent/World/Heightmaps/`;
`create_world.py` rebuilds the level from them through `ULandscapeAuthoringLibrary` in the new `SaltyEditor`
module, because the engine exposes no landscape creation to Python. Elite_RockyMeadows' landscape material and
three layer infos. Swap the terrain by replacing the PNGs and rerunning. Nothing in gameplay references it.