Wow, just read through the thread and saw your planned list of features and screenshots/video. I'm very, very impressed - good going
As for ideas/features, you've already had heaps of suggestions so far to keep you busy. However, if it's any help, here's how I imagine my workflow would go if I was to use this:
- Create the base terrain (and probably texture it) in a different program (T.Ed, 3DStudio, whatever..)
- Import that base terrain into the Dark Environment terrain editor
- Add vegetation (trees, shrubs, grass) using a mixture of directly painting them on the landscape as well as highlighting an area and saying "scatter 100 trees across this area"
- Defining the atmoshphere:
- auto creation of a sky box based off a sky texture I load in
- set the ambient light colour and strength
- create a directional light as the sun if I wish
- define fog settings if I want fog
- switch on/off any extra effects you can think of like heat haze, light bloom, godrays, falling snow, etc..
- Create a dummy entity/position for where my character/camera will be (this does not get rendered out, it is simply saved as part of an entity list or something to make it easy for me to position my player once I load the terrain)
- Export all of this as .x or a DBpro format or something useful to DBPro
- Create a DBPro program and be able to load in the terrain (with atmosphere and vegetation and everything) in the one LoadDarkEnvironment command, with the terrain being assigned a normal object number that I can use Sparky's collision DLL or DarkPhysics on. (trees/tree trunks should probably easilly assigned to a collision group as well)
- Set my character/camera position to that marker/entity that was defined in the DarkEnvironment terrain editor
That's the workflow that I imagine. For me, the main thing that I'd use it for is vegetation - everything else (skybox, fog, lighting, snow, animals that run around) can really be handled through direct programming or another tool/DLL. They would be an excellent bonus and would make your program heaps more attractive, easy and "complete"... but for me this tool needs an excellent vegetation engine - if you can cover an area in heaps of grass (and have it sway with a gentle wind effect?) you've got me instantly sold.