Natural Slopes

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Caligari87
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Natural Slopes

Post by Caligari87 »

If anyone is interested in making natural slopes, here's a tutorial for you. (No images yet, perhaps I'll make an HTML tutorial like Torm's)

Code: Select all

First of all, you need to know that the slopes can not be more than three sides. That was my problem. To make slopes, the bigest thing is to make them triangular. Just keep that in mind, and everything works. Also, you need DoomBuilder, because it can split sectors with the line tool.

1. Make a square room. We'll have a natural looking crater in the floor.
2. Draw the outline for your crater. Make it as random as you want, as long as it seems like a circle.
3. Draw the floor of the crater (the point where the floor slope ends in the center. It doesn't matter if the number of vertices is the same as the outline.
4. Select the line tool and pick a vertex on the outer edge to start with.
5. Draw two lines from that vertice to make a triangle with 2 others near it on the inner edge.
6. Continue doing this with each outer vertice until you have no sectors more than three sides.
7. Look at the crater. Make sure the lines on the outer edge face in, and the lines on the inner edge face out (so the sidedefs point to the triangle sectors)
8. Make the crater floor (the inner circle) lower than the outside floor.
9. Select all the triangles that have their points facing inward, and make them the same height as the crater floor. Keep the triangles that point outward the same height as the surrounding floor.
10. Select all the outer edge lines, and all the innder edge lines (not the triangle sides in between them).
11. Right click on one of the selected lines, and give them special 181 (align), and make the box that says "Align Floor" 1. Leave "Align Ceiling" blank unless you make a sloped ceiling also (duh)
12. Make sure all your walls have textures that need them, and your flats too.
13. If you've done everything right, you should be able to test the level and have a natural-looking crater with no HOM effects or other undesirable effects.
That's pretty much it. Let me know if this tutorial helped you at all. :)
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Giest118
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Post by Giest118 »

I'm pretty sure that little crater things were done in DAEDALUS. But cool tutorial anyway. :P
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Mr. Tee
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Post by Mr. Tee »

1337! However, it is very time-consuming, but I don't see any other way it can be done... Good tutorial!
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Post by JoeCapricorn »

I've implemented a very similar approach, only for mountains, in Second Breed.

I will also consider this tutorial when I do a level inspired by Battlezone.
skadoomer
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Post by skadoomer »

Mr. Tee wrote:1337! However, it is very time-consuming
This is why doombuilder supports prefabs. Build one and copy, all you need to do is reset the heights of the copied sectors if they transfer over to a different sector, and thats effortless in 3D mode.
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Enjay
 
 
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Post by Enjay »

I was just about to say, I usually just use DeePsea prefabs - both the built in ones and the copy/paste type.
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BetaSword
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Post by BetaSword »

Ooh... You can achieve some interesting slopey effects with this... Nice. Very nice.
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Lexus Alyus
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Post by Lexus Alyus »

Intresting... I once encountered a Quake editor that created landscape style slopes by creating a grid and then moving vertices in the middle of the grid to create smoother slopes. I know the obveouse... that Quake is full 3D and all that... but I was thinking that if you made a grid (out of sectors) and applied ingeneouse sloping techniques, you can create some sexy looking psuado 3D lanscapes. Mmmm... this could be quite hard though...

:twisted:
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Finalizer
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Post by Finalizer »

Ah, so THATS how it's done... Stupid me and my squares...

Thanks for the tutorial! Now the hills I make won't look so retarted! :mrgreen:
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Krillancello
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Post by Krillancello »

They might, if you fuck up. ;) :P
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Risen
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Post by Risen »

skadoomer wrote:...all you need to do is reset the heights of the copied sectors if they transfer over to a different sector, and thats effortless in 3D mode.
You usually don't even have to do that anymore. Newer versions of DB adjust the heights of copied items to the places you paste them. It's not always perfect, but it does a great job most of the time.
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SirTimberWolf
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Post by SirTimberWolf »

Lexus Alyus wrote:Intresting... I once encountered a Quake editor that created landscape style slopes by creating a grid and then moving vertices in the middle of the grid to create smoother slopes. I know the obveouse... that Quake is full 3D and all that... but I was thinking that if you made a grid (out of sectors) and applied ingeneouse sloping techniques, you can create some sexy looking psuado 3D lanscapes. Mmmm... this could be quite hard though...

:twisted:
I loved that prog... Um... actualy if you could find it you could use the previews it would generate as a basis of how to create your own terrain... copy the laout and adjust the height... you know?
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Mr. Tee
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Post by Mr. Tee »

skadoomer wrote:
Mr. Tee wrote:1337! However, it is very time-consuming
This is why doombuilder supports prefabs. Build one and copy, all you need to do is reset the heights of the copied sectors if they transfer over to a different sector, and thats effortless in 3D mode.
Pre...fab??? :?: :?: :?:

EDIT: What is a Pre-Fab? :?:

EDITEDIT: I lik 2 edit.
Last edited by Mr. Tee on Tue Dec 07, 2004 2:01 pm, edited 2 times in total.
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Cutmanmike
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Post by Cutmanmike »

I'm not quite getting the meaning of "natural slopes". Define
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Enjay
 
 
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Post by Enjay »

Mr. Tee wrote:What is a Pre-Fab?
A pre-fabricated piece of architecture that you can copy and paste until your heart's content.

DeePsea has some predefined ones from simple geometric shapes to complex arches etc (DB may also have something similar - I dunno, I don't use it) and both DeePsea and DB (apparently) allow you to build prefabs yourself and then copy and paste them as much as you need. DeePsea also allows you to save your prefabs as PWADs and then open them into the clipboard for pasting into other levels. Dunno if DB has something similar or not.
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