[Util] ZDoom Terrain Generator

Any utility that assists in the creation of mods, assets, etc, go here.

Postby Vader » Thu May 19, 2005 4:14 pm

Truely awesome :shock:
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Postby Medricel » Thu May 19, 2005 4:28 pm

GIVE IT TO MEEEEE!
:shock: :surprise: :shock: :surprise: :shock: :surprise: :shock: :surprise: :shock: :surprise: :whip:
EDIT:
Is it possible to make COLUMNS in the caves?
And also, is the water a TRANSFER_HEIGHTS, or just simply water?
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Postby Wasted Youth » Thu May 19, 2005 9:52 pm

I have an idea. What if you could make the image using an interface in ZTerrain. For example, you run ZTerrain and it opens an interface and you can use a lighten/darken tool to make the image. You would also would have the different properties as well for resizing and importing.
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Postby Sphagne » Fri May 20, 2005 1:16 am

W. O. W.
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Postby Grubber » Fri May 20, 2005 5:19 am

@Shinjanji: Yes, its possible to make columns. Water is Transfer_Heights, but you must make it yourself, ZTerrain only assigns specified sector tag to the sectors which are under specified z height.
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Postby David Ferstat » Fri May 20, 2005 8:58 am

I'm not sure if those most recent shots are best described as mouth-watering or trouser-wetting. :)

That's some seriously good-looking terrain there.

Well done Grubber!
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Postby Lexus Alyus » Fri May 20, 2005 10:00 am

... ... ...

Urm... dude, I'm like speechless :D. Maybe this is enough to get me to start making maps again... the ideas are just flowing now :D.

:twisted:
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Postby ReX » Fri May 20, 2005 11:43 am

Now if there was a way to make the generated wad size smaller, there could be some real cool applications. Starting with a 33*33 heightmap I generated a 512 * 512 area using -size as 16, -height as 1, and the file size after building nodes was 867 Kb. Using -file and -height as the default of 64 and 4 respectively, resulted in an area twice as great and final file size almost the same (which is to be expected, as the number of lines & things depends on the original heighmap).

Is the only solution to use less "dense" or smaller heightmaps? Or can the algorithm be revised to create fewer linedefs, perhaps via an additional option in the command line?
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Postby Grubber » Sat May 21, 2005 1:37 am

to get smaller wad size, use small heightmaps (you can use any size, e.g 4x13), and build nodes with zdbsp using compression and also compress sidedefs.
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Postby ReX » Sat May 21, 2005 10:00 am

Grubber wrote:to get smaller wad size, use small heightmaps (you can use any size, e.g 4x13), and build nodes with zdbsp using compression and also compress sidedefs.

Thanks for the info. I'll keep that in mind.
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Postby Kirby » Sat May 21, 2005 4:17 pm

Grubber -


:rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock:
PRIASE DA PROGRAMMER!!!!!!
:rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock:
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Postby Grubber » Thu May 26, 2005 2:29 pm

Bump. new version here. Help here. Demo wad included. There still isn't *true* terrain optimalization, but now you can create caves & water.
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Postby Nmn » Thu May 26, 2005 2:37 pm

PRAISE
PRAISE!
PRAISE
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
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Postby jallamann » Thu May 26, 2005 3:39 pm

AWESOME

AWESOME

AWESOME

AWESOME
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Postby Nmn » Thu May 26, 2005 4:19 pm

Grubber is BOSS!
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