Input / Output nodes... standardize interface, relative paths, etc.

Currently the file input node uses relative / absolute paths for filepath mapping.
The heightfield output also allows you to use relative paths.

However, the mesh output does not… nor does the standard bitmap output node.

(also, all of these nodes have very different looking interfaces even though to an artist type these sort of things are very similar.)

In a team/project environment, having relative paths for everything would save a lot of time. This includes copy to a ‘network drive’ as well as cloning a project (renaming the root folder for that terrain) and using it as a template for a new terrain or even a variant of that style (say taking the look and feel of a single play map and using it as the basis for a multiplayer map.) Currently, when I do an copying or cloning, I have to go in a remap a whole bunch of nodes :frowning:

The standard mesh and bitmap outputs do go through the relative-to-project-folder routine, so they should support relative paths.

Let me experiment a bit and see what I come up with.

Point well taken about the interface differences. I’m working on unifying alot of the somewhat random UI choices that strung up over the many years of evolution of WM… changing look and feel of old and working devices was quite nearly lowest on my priority list, but it IS something I mean to get to.