Beispiel #1
0
    def on_export_heightmap(self, evt):
        """ Show a file browser and export the 
        heightmap with the entered file name """
        target_directory = guisettings.Repository.getsettingvalue(
            guisettings.ID_BrowserPath_Heightmap)
        dlg = wx.FileDialog(
            self.get_frame(),
            message="Save heightmap as",
            defaultDir=target_directory,
            wildcard="BMP image (*.bmp)|*.bmp|" \
                            "TGA image (*.tga)|*.tga|" \
                            "jpeg image (*.jpg)|*.jpg|" \
                            "PNG image (*.png)|*.png|" \
                            "dds image (*.dds)|*.dds|" \
                            "PPM image(*.ppm)|*.ppm|" \
                            "DIB image (*.dib)|*.dib|" \
                            "PFM image (*.pfm)|*.pfm|" |
                            "Any file (*.*)|*.*",
            style=wx.SAVE|wx.OVERWRITE_PROMPT
            )
        dlg.SetFilterIndex(1)

        if dlg.ShowModal() == wx.ID_OK:
            path = dlg.GetPath()
            path = servers.get_file_server().manglepath(str(path))
            trn.get_terrain_module().exportheightmap(str(path))
            # Record last directory
            last_directory = format.get_directory(path)
            guisettings.Repository.setsettingvalue(
                guisettings.ID_BrowserPath_Heightmap, last_directory)
        dlg.Destroy()
Beispiel #2
0
def postlevel_process(is_new_level):
    if not is_new_level:
        return
    # What follows should be done only for new and open level commands

    # Load the level preset
    apply_level_preset()

    # Set the new outdoor to the terrain state
    if servers.get_conjurer().getcurrentstate() == 'terrain':
        trn.get_terrain_module().setoutdoor(
            app.get_outdoor_obj() 
            )

    # End the persist-restore process (continue from prelevel_process)
    # Close guiDialog windows
    frame = app.get_top_window()
    for child in frame.get_child_dialogs():
        child.Close()
    # Refresh other GUI features
    frame.refresh_all()
    # Restore persisted guiDialog windows
    for data in prelevel_process.child_data:
        restore_window(data)
    prelevel_process.child_data = []
Beispiel #3
0
    def on_export_heightmap(self, evt):
        """ Show a file browser and export the 
        heightmap with the entered file name """
        target_directory = guisettings.Repository.getsettingvalue(
                    guisettings.ID_BrowserPath_Heightmap
                    )
        dlg = wx.FileDialog(
            self.get_frame(), 
            message="Save heightmap as", 
            defaultDir=target_directory,
            wildcard="BMP image (*.bmp)|*.bmp|" \
                            "TGA image (*.tga)|*.tga|" \
                            "jpeg image (*.jpg)|*.jpg|" \
                            "PNG image (*.png)|*.png|" \
                            "dds image (*.dds)|*.dds|" \
                            "PPM image(*.ppm)|*.ppm|" \
                            "DIB image (*.dib)|*.dib|" \
                            "PFM image (*.pfm)|*.pfm|" |
                            "Any file (*.*)|*.*",
            style=wx.SAVE|wx.OVERWRITE_PROMPT
            )
        dlg.SetFilterIndex(1)

        if dlg.ShowModal() == wx.ID_OK:
            path = dlg.GetPath()
            path = servers.get_file_server().manglepath( str(path) )
            trn.get_terrain_module().exportheightmap( str(path) )
            # Record last directory
            last_directory = format.get_directory( path )
            guisettings.Repository.setsettingvalue(
                guisettings.ID_BrowserPath_Heightmap,
                last_directory 
                )
        dlg.Destroy()
Beispiel #4
0
    def on_import_heightmap(self, evt):
        """Show a file browser and import the selected heightmap"""
        source_directory = guisettings.Repository.getsettingvalue(
                                    guisettings.ID_BrowserPath_Heightmap
                                    )
        dlg = wx.FileDialog(
            self.get_frame(), 
            message="Choose a heightmap file to import",
            defaultDir=source_directory, 
            wildcard="Image files (*.bmp,*.tga,*.jpg,*.jpeg,*.png," \
                            "*.dds,*.ppm,*.dib,*.pfm,*.*)|*.bmp;*.tga;" \
                            "*.jpg;*.jpeg;*.png;*.dds;*.ppm;*.dib;*.pfm;*.*",
            style=wx.OPEN
            )

        if dlg.ShowModal() == wx.ID_OK:
            trn.get_terrain_module().importheightmap(
                str( dlg.GetPath() )
                )
            # Record last directory
            last_directory = format.get_directory(
                        dlg.GetPath()
                        )
            guisettings.Repository.setsettingvalue(
                guisettings.ID_BrowserPath_Heightmap, 
                last_directory 
                )
        dlg.Destroy()
Beispiel #5
0
 def on_generate_weightmaps(self, event):
     """Generate terrain weightmaps"""
     try:
         try:
             dlg = waitdlg.WaitDialog(self.get_frame(),
                                      "Generating weightmaps...")
             trn.get_terrain_module().createterrainweightmaps()
         finally:
             dlg.Destroy()
     except:
         # make sure any errors are not hidden
         raise
Beispiel #6
0
 def on_preprocess_horizon(self, event):
     """Preprocess terrain horizon culling information"""
     try:
         try:
             dlg = waitdlg.WaitDialog(self.get_frame(),
                                      "Preprocessing horizon...")
             trn.get_terrain_module().preprocesshorizon()
         finally:
             dlg.Destroy()
     except:
         # make sure any errors are not hidden
         raise
Beispiel #7
0
 def on_generate_global_texture(self, event):
     """Generate the terrain global texture"""
     try:
         try:
             dlg = waitdlg.WaitDialog(self.get_frame(),
                                      "Generating global texture...")
             trn.get_terrain_module().createterrainglobaltexture()
         finally:
             dlg.Destroy()
     except:
         # make sure any errors are not hidden
         raise
Beispiel #8
0
 def on_preprocess_horizon(self, event):
     """Preprocess terrain horizon culling information"""
     try:
         try:
             dlg = waitdlg.WaitDialog(
                         self.get_frame(), 
                         "Preprocessing horizon..." 
                         )
             trn.get_terrain_module().preprocesshorizon()
         finally:
             dlg.Destroy()
     except:
         # make sure any errors are not hidden
         raise
Beispiel #9
0
 def on_generate_weightmaps(self, event):
     """Generate terrain weightmaps"""
     try:
         try:
             dlg = waitdlg.WaitDialog(
                         self.get_frame(), 
                         "Generating weightmaps..." 
                         )
             trn.get_terrain_module().createterrainweightmaps()
         finally:
             dlg.Destroy()
     except:
         # make sure any errors are not hidden
         raise
Beispiel #10
0
 def on_generate_global_texture(self, event):
     """Generate the terrain global texture"""
     try:
         try:
             dlg = waitdlg.WaitDialog(
                         self.get_frame(), 
                         "Generating global texture..." 
                         )
             trn.get_terrain_module().createterrainglobaltexture()
         finally:
             dlg.Destroy()
     except:
         # make sure any errors are not hidden
         raise
 def on_ok(self, event):
     if not self.__has_valid_class_name():
         cjr.show_error_message(
             "Invalid class name."
             )
         return False
     
     new_name = self.__get_class_name().capitalize()
     global_lightmap_size = self.get_global_lightmap_resolution()
     
     dlg = waitdlg.WaitDialog(
                 self.GetParent(),
                 "Creating global terrain lightmap..." 
                 )
     terrain = trn.get_terrain_module()
     result = terrain.createterraingloballightmap(
                     new_name, 
                     global_lightmap_size
                     )
     # Closes dialog reporting OK
     dlg.Destroy()
     
     if result: 
         cjr.show_information_message(
             "Successfully created global terrain lightmap %s" % new_name
             )
         self.EndModal(wx.ID_OK)
     else:
         cjr.show_error_message(
             "Unable to create the global terrain lightmap"
             )
         self.EndModal(wx.ID_OK)
Beispiel #12
0
 def on_ok(self, event):
     if app.get_outdoor() is not None:
         cjr.show_error_message(
             "The level already has a terrain instance."
             )
         return
     
     if self.list.GetSelection() == wx.NOT_FOUND:
         cjr.show_error_message(
             "Please select a terrain class."
             )
     else:
         # Create a new terrain
         dlg = waitdlg.WaitDialog(
                     self.GetParent(),
                     "Creating terrain instance..." 
                     )
         created_ok = trn.get_terrain_module().createterraininstance(
                                 str( self.list.GetStringSelection() )
                                 )
         dlg.Destroy()
         if not created_ok:
             cjr.show_error_message(
                 "Unable to create the terrain instance."
                 )
         else:
             # Closes dialog reporting OK
             self.EndModal(wx.ID_OK)
Beispiel #13
0
 def __init__(self, parent):
     togwin.ChildToggableDialog.__init__(self, "Terrain edit tool", parent)
     self.terrain = trn.get_terrain_module()
     
     self.imgbox_brushes = imgbox.ImageBox(
                                     self, 
                                     image_size=wx.Size(64, 64),
                                     text_size=8
                                     )
     self.imgbox_tools = imgbox.ImageBox(
                                 self, 
                                 image_size=wx.Size(32, 32),
                                 text_size=8
                                 )
     self.sizer_brush_group_staticbox = wx.StaticBox(self, -1, "Brush")
     self.sizer_tool_group_staticbox = wx.StaticBox(self, -1, "Tool")
     self.slider_size = intslider.IntSlider(
                             self,
                             -1, 
                             "Size", 
                             10, 
                             1, 
                             20
                             )
     self.button_range = wx.Button(self, -1, "[1,20]", style=wx.BU_EXACTFIT)
     self.choicebook_tool = ToolChoicebook(self, -1)
     
     self.__set_properties()
     self.__do_layout()
     self.__bind_events()
Beispiel #14
0
    def __postterrain_process(self):
        # Set the new outdoor in the terrain state
        if app.get_current_state() == 'terrain':
            trn.get_terrain_module().setoutdoor(app.get_outdoor_obj())
        # Close and reopen the terrain editors dialogs
        children_data = []
        for child in self.get_frame().GetChildren():
            if isinstance(
                    child,
                (trntoolpanel.ToolDialog, trnlayersdlg.LayerManagerDialog)):
                data = levelcmds.persist_window(child)
                if data is not None:
                    children_data.append(data)
                child.Close()
        for data in children_data:
            levelcmds.restore_window(data)

        # Refresh terrain menu
        self.get_frame().get_menubar().get_menu('&Terrain').refresh()
Beispiel #15
0
    def __postterrain_process(self):
        # Set the new outdoor in the terrain state
        if app.get_current_state() == 'terrain':
            trn.get_terrain_module().setoutdoor( app.get_outdoor_obj() )
        # Close and reopen the terrain editors dialogs
        children_data = []
        for child in self.get_frame().GetChildren():
            if isinstance(
                child, 
                (trntoolpanel.ToolDialog, trnlayersdlg.LayerManagerDialog)
                ):
                data = levelcmds.persist_window(child)
                if data is not None:
                    children_data.append(data)
                child.Close()
        for data in children_data:
            levelcmds.restore_window(data)

        # Refresh terrain menu
        self.get_frame().get_menubar().get_menu('&Terrain').refresh()
Beispiel #16
0
    def on_import_heightmap(self, evt):
        """Show a file browser and import the selected heightmap"""
        source_directory = guisettings.Repository.getsettingvalue(
            guisettings.ID_BrowserPath_Heightmap)
        dlg = wx.FileDialog(
            self.get_frame(),
            message="Choose a heightmap file to import",
            defaultDir=source_directory,
            wildcard="Image files (*.bmp,*.tga,*.jpg,*.jpeg,*.png," \
                            "*.dds,*.ppm,*.dib,*.pfm,*.*)|*.bmp;*.tga;" \
                            "*.jpg;*.jpeg;*.png;*.dds;*.ppm;*.dib;*.pfm;*.*",
            style=wx.OPEN
            )

        if dlg.ShowModal() == wx.ID_OK:
            trn.get_terrain_module().importheightmap(str(dlg.GetPath()))
            # Record last directory
            last_directory = format.get_directory(dlg.GetPath())
            guisettings.Repository.setsettingvalue(
                guisettings.ID_BrowserPath_Heightmap, last_directory)
        dlg.Destroy()
Beispiel #17
0
def prelevel_process(is_new_level):
    # Forbid any level operation while in game mode
    if app.is_in_gameplay_mode():
        cjr.show_error_message(
            "Operation not allowed while in game mode"
            )
        return False

    # Exit from any test mode
    app.get_ai_tester().disablegameplayupdating()
    app.get_ai_tester().disablesoundsources()

    # Clear undo buffer
    servers.get_command_server().clean()

    if not is_new_level:
        return True
    # Discard deleted entities
    servers.get_entity_object_server().discarddeletedobjects()
    servers.get_entity_class_server().discarddeletedclasses()

    # What follows should be done only for new and open level commands

    # Clear selection
    app.get_object_state().resetselection()

    # Make terrain state release some buffers
    if servers.get_conjurer().getcurrentstate() == 'terrain':
        trn.get_terrain_module().setoutdoor(None)

    # Begin a persist-restore process to close those invalid windows for
    # the new level and refresh the valid ones (continue in postlevel_process)
    # Persist guiDialog windows
    frame = app.get_top_window()
    prelevel_process.child_data = []
    for child in frame.get_child_dialogs():
        data = persist_window(child)
        if data is not None:
            prelevel_process.child_data.insert(0, data)
    return True
Beispiel #18
0
def prelevel_process(is_new_level):
    # Forbid any level operation while in game mode
    if app.is_in_gameplay_mode():
        cjr.show_error_message("Operation not allowed while in game mode")
        return False

    # Exit from any test mode
    app.get_ai_tester().disablegameplayupdating()
    app.get_ai_tester().disablesoundsources()

    # Clear undo buffer
    servers.get_command_server().clean()

    if not is_new_level:
        return True
    # Discard deleted entities
    servers.get_entity_object_server().discarddeletedobjects()
    servers.get_entity_class_server().discarddeletedclasses()

    # What follows should be done only for new and open level commands

    # Clear selection
    app.get_object_state().resetselection()

    # Make terrain state release some buffers
    if servers.get_conjurer().getcurrentstate() == 'terrain':
        trn.get_terrain_module().setoutdoor(None)

    # Begin a persist-restore process to close those invalid windows for
    # the new level and refresh the valid ones (continue in postlevel_process)
    # Persist guiDialog windows
    frame = app.get_top_window()
    prelevel_process.child_data = []
    for child in frame.get_child_dialogs():
        data = persist_window(child)
        if data is not None:
            prelevel_process.child_data.insert(0, data)
    return True
    def on_ok(self, event):
        # Verify that has been given a valid class name
        name = str(self.text_classname.GetValue().capitalize())
        if not servers.get_entity_class_server().checkclassname(name):
            cjr.show_error_message("Invalid class name.")
            return

        # get lightmap size
        lightmap_size = self.get_lightmap_resolution()

        # get lightmap size
        shadowmap_size = self.get_shadowmap_resolution()

        # get the global lightmap size
        global_lightmap_size = self.get_global_lightmap_resolution()

        # get light id
        lightid = app.get_level().findentity("terrain_lightmap_light")

        distance = self.text_ctrl_distance.get_value()
        offset_u = self.text_ctrl_offset_u.get_value()
        offset_v = self.text_ctrl_offset_v.get_value()
        aaliasing = self.text_ctrl_aaliasing.get_value()

        overwrite = self.checkbox_overwrite.IsChecked()

        # if light not found
        if lightid == 0:
            cjr.show_information_message("Please use the 'Select lightmap light' " "option to select the light")
            return

        # Create the terrain class
        dlg = waitdlg.WaitDialog(self.GetParent(), "Creating terrain lightmap...")
        terrain = trn.get_terrain_module()
        terrain.createterrainlightmaps(
            name,
            lightmap_size,
            shadowmap_size,
            global_lightmap_size,
            lightid,
            overwrite,
            distance,
            offset_u,
            offset_v,
            aaliasing,
        )

        # Closes dialog reporting OK
        dlg.Destroy()
        self.EndModal(wx.ID_OK)
Beispiel #20
0
def postlevel_process(is_new_level):
    if not is_new_level:
        return
    # What follows should be done only for new and open level commands

    # Load the level preset
    apply_level_preset()

    # Set the new outdoor to the terrain state
    if servers.get_conjurer().getcurrentstate() == 'terrain':
        trn.get_terrain_module().setoutdoor(app.get_outdoor_obj())

    # End the persist-restore process (continue from prelevel_process)
    # Close guiDialog windows
    frame = app.get_top_window()
    for child in frame.get_child_dialogs():
        child.Close()
    # Refresh other GUI features
    frame.refresh_all()
    # Restore persisted guiDialog windows
    for data in prelevel_process.child_data:
        restore_window(data)
    prelevel_process.child_data = []
    def on_ok(self, event):
        # Verify that has been given a valid class name
        name = str(self.text_classname.GetValue().capitalize())
        if not servers.get_entity_class_server().checkclassname(name):
            cjr.show_error_message("Invalid class name.")
            return

        # get lightmap size
        lightmap_size = self.get_lightmap_resolution()

        # get lightmap size
        shadowmap_size = self.get_shadowmap_resolution()

        # get the global lightmap size
        global_lightmap_size = self.get_global_lightmap_resolution()

        # get light id
        lightid = app.get_level().findentity("terrain_lightmap_light")

        distance = self.text_ctrl_distance.get_value()
        offset_u = self.text_ctrl_offset_u.get_value()
        offset_v = self.text_ctrl_offset_v.get_value()
        aaliasing = self.text_ctrl_aaliasing.get_value()

        overwrite = self.checkbox_overwrite.IsChecked()

        # if light not found
        if lightid == 0:
            cjr.show_information_message(
                "Please use the 'Select lightmap light' " \
                "option to select the light"
                )
            return

        # Create the terrain class
        dlg = waitdlg.WaitDialog(self.GetParent(),
                                 "Creating terrain lightmap...")
        terrain = trn.get_terrain_module()
        terrain.createterrainlightmaps(name, lightmap_size, shadowmap_size,
                                       global_lightmap_size, lightid,
                                       overwrite, distance, offset_u, offset_v,
                                       aaliasing)

        # Closes dialog reporting OK
        dlg.Destroy()
        self.EndModal(wx.ID_OK)
Beispiel #22
0
    def __init__(self, parent):
        togwin.ChildToggableDialog.__init__(self, "Terrain edit tool", parent)
        self.terrain = trn.get_terrain_module()

        self.imgbox_brushes = imgbox.ImageBox(self,
                                              image_size=wx.Size(64, 64),
                                              text_size=8)
        self.imgbox_tools = imgbox.ImageBox(self,
                                            image_size=wx.Size(32, 32),
                                            text_size=8)
        self.sizer_brush_group_staticbox = wx.StaticBox(self, -1, "Brush")
        self.sizer_tool_group_staticbox = wx.StaticBox(self, -1, "Tool")
        self.slider_size = intslider.IntSlider(self, -1, "Size", 10, 1, 20)
        self.button_range = wx.Button(self, -1, "[1,20]", style=wx.BU_EXACTFIT)
        self.choicebook_tool = ToolChoicebook(self, -1)

        self.__set_properties()
        self.__do_layout()
        self.__bind_events()
Beispiel #23
0
    def on_ok(self, event):
        if app.get_outdoor() is not None:
            cjr.show_error_message("The level already has a terrain instance.")
            return

        if self.list.GetSelection() == wx.NOT_FOUND:
            cjr.show_error_message("Please select a terrain class.")
        else:
            # Create a new terrain
            dlg = waitdlg.WaitDialog(self.GetParent(),
                                     "Creating terrain instance...")
            created_ok = trn.get_terrain_module().createterraininstance(
                str(self.list.GetStringSelection()))
            dlg.Destroy()
            if not created_ok:
                cjr.show_error_message(
                    "Unable to create the terrain instance.")
            else:
                # Closes dialog reporting OK
                self.EndModal(wx.ID_OK)
Beispiel #24
0
 def __init__(self, *args, **kwds):
     wx.Choicebook.__init__(self, *args, **kwds)
     self.terrain = trn.get_terrain_module()
     
     self.raise_panel = RaisePanel(self, -1)
     self.flatten_panel = FlattenPanel(self, -1)
     self.slope_panel = SlopePanel(self, -1)
     self.smooth_panel = SmoothPanel(self, -1)
     self.noise_panel = NoisePanel(self, -1)
     self.paint_panel = PaintPanel(self, -1)
     self.grass_panel = GrassPanel(self, -1)
     self.hole_panel = HolePanel(self, -1)
     self.AddPage( self.raise_panel, "Raise/Dig" )
     self.AddPage( self.flatten_panel, "Flatten" )
     self.AddPage( self.slope_panel, "Slope" )
     self.AddPage( self.smooth_panel, "Smooth" )
     self.AddPage( self.noise_panel, "Noise" )
     self.AddPage( self.paint_panel, "Paint" )
     self.AddPage( self.grass_panel, "Grass" )
     self.AddPage( self.hole_panel, "Hole" )
     
     self.Bind(wx.EVT_CHOICEBOOK_PAGE_CHANGED, self.on_select_tool, self)
Beispiel #25
0
    def __init__(self, *args, **kwds):
        wx.Choicebook.__init__(self, *args, **kwds)
        self.terrain = trn.get_terrain_module()

        self.raise_panel = RaisePanel(self, -1)
        self.flatten_panel = FlattenPanel(self, -1)
        self.slope_panel = SlopePanel(self, -1)
        self.smooth_panel = SmoothPanel(self, -1)
        self.noise_panel = NoisePanel(self, -1)
        self.paint_panel = PaintPanel(self, -1)
        self.grass_panel = GrassPanel(self, -1)
        self.hole_panel = HolePanel(self, -1)
        self.AddPage(self.raise_panel, "Raise/Dig")
        self.AddPage(self.flatten_panel, "Flatten")
        self.AddPage(self.slope_panel, "Slope")
        self.AddPage(self.smooth_panel, "Smooth")
        self.AddPage(self.noise_panel, "Noise")
        self.AddPage(self.paint_panel, "Paint")
        self.AddPage(self.grass_panel, "Grass")
        self.AddPage(self.hole_panel, "Hole")

        self.Bind(wx.EVT_CHOICEBOOK_PAGE_CHANGED, self.on_select_tool, self)
Beispiel #26
0
    def on_ok(self, event):
        if not self.__has_valid_class_name():
            cjr.show_error_message("Invalid class name.")
            return False

        new_name = self.__get_class_name().capitalize()
        global_lightmap_size = self.get_global_lightmap_resolution()

        dlg = waitdlg.WaitDialog(self.GetParent(),
                                 "Creating global terrain lightmap...")
        terrain = trn.get_terrain_module()
        result = terrain.createterraingloballightmap(new_name,
                                                     global_lightmap_size)
        # Closes dialog reporting OK
        dlg.Destroy()

        if result:
            cjr.show_information_message(
                "Successfully created global terrain lightmap %s" % new_name)
            self.EndModal(wx.ID_OK)
        else:
            cjr.show_error_message(
                "Unable to create the global terrain lightmap")
            self.EndModal(wx.ID_OK)
Beispiel #27
0
    def on_ok(self, event):
        ec_server = servers.get_entity_class_server()
        # Verify that has been given a valid class name
        name = str( self.text_classname.GetValue().capitalize() )
        if not ec_server.checkclassname( name ):
            cjr.show_error_message(
                "Please enter a valid class name."
                )
            return

        # Verify that there isn't another class with the given name
        outdoors = ec_server.getentityclass("neoutdoor")
        outdoor = outdoors.gethead()
        while outdoor is not None:
            if outdoor.getname() == name:
                msg = "There is an existing terrain class with " \
                            "the given name.\n\nPlease enter another."
                cjr.show_error_message(msg)
                return
            outdoor = outdoor.getsucc()

        # Check that a level size has been entered
        if not self.has_level_size():
            cjr.show_error_message(
                "Please select a level size."
                )
            return

        if self.are_min_and_max_height_values_equal():
            cjr.show_error_message(
                "Minimum and maximum height values cannot be the same."
                )
            return

        # Create the terrain class
        dlg = waitdlg.WaitDialog(
                    self.GetParent(), 
                    "Creating terrain class..." 
                    )
        try:
            terrain = trn.get_terrain_module()
            created_ok = terrain.createterrainclass(
                                name,
                                self.props_ctrls.get_current_resolution(),
                                self.props_ctrls.get_current_block_size(),
                                # N.B. we pass the terrain module the selection
                                # index of the "Cells per terrain block" choice
                                # Since the cells are in the format "2n x 2n", 
                                # we are in effect passing the value of n
                                int( self.props_ctrls.choice_veg_cells_per_block.GetSelection() ),
                                int( self.props_ctrls.choice_vegetation_res.GetStringSelection() ),
                                int( self.props_ctrls.choice_weightmap.GetStringSelection() ),
                                int( self.props_ctrls.choice_global_res.GetStringSelection() ),
                                self.props_ctrls.get_point_separation()
                                )
            if not created_ok:
                cjr.show_error_message(
                    "Unable to create the terrain class."
                    )
                return
            flatten_at_value = self.props_ctrls.get_flatten_at_value()
            if flatten_at_value == '':
                flatten_at_value = '0.0'
            set_params_ok = terrain.setterrainclassparams(
                                        name,
                                        float( self.props_ctrls.text_ctrl_min.get_value() ),
                                        float( self.props_ctrls.text_ctrl_max.get_value() ),
                                        bool( self.props_ctrls.is_flatten_all_selected() ),
                                        float(flatten_at_value)
                                        )
            if not set_params_ok:
                cjr.show_error_message(
                    "Unable to create the terrain class " \
                        "due to invalid parameters."
                    )
                return
            #set the level size
            centre_to_boundary_trn = (self.props_ctrls.get_terrain_size_in_metres() ) / 2
            centre_to_boundary_level = ( self.props_ctrls.get_current_level_size() ) / 2
            new_class = ec_server.getentityclass(name)
            new_class.setoriginalbbox(
                centre_to_boundary_trn, 
                0, 
                centre_to_boundary_trn, 
                centre_to_boundary_level, 
                centre_to_boundary_level, 
                centre_to_boundary_level
                )

            # Create a terrain instance, if enabled
            if self.checkbox_make_terrain.IsChecked():
                dlg.set_message( "Creating terrain instance..." )
                created_trn_ok = terrain.createterraininstance( name )
                if not created_trn_ok:
                    cjr.show_error_message(
                        "Unable to create the terrain instance."
                        )
        finally:
            # Closes dialog
            dlg.Destroy()

        #report OK
        self.EndModal(wx.ID_OK)