Page 9 of 14

Posted: Thu May 19, 2005 3:14 pm
by Vader
Truely awesome :shock:

Posted: Thu May 19, 2005 3:28 pm
by Medricel
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?

Posted: Thu May 19, 2005 8:52 pm
by Wasted Youth
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.

Posted: Fri May 20, 2005 12:16 am
by Sphagne
W. O. W.

Posted: Fri May 20, 2005 4:19 am
by Grubber
@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.

Posted: Fri May 20, 2005 7:58 am
by David Ferstat
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!

Posted: Fri May 20, 2005 9:00 am
by Lexus Alyus
... ... ...

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:

Posted: Fri May 20, 2005 10:43 am
by ReX
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?

Posted: Sat May 21, 2005 12:37 am
by Grubber
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.

Posted: Sat May 21, 2005 9:00 am
by ReX
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.

Posted: Sat May 21, 2005 3:17 pm
by Kirby
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:

Posted: Thu May 26, 2005 1:29 pm
by Grubber
Bump. new version here. Help here. Demo wad included. There still isn't *true* terrain optimalization, but now you can create caves & water.

Posted: Thu May 26, 2005 1:37 pm
by Nmn
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:

Posted: Thu May 26, 2005 2:39 pm
by jallamann
AWESOME

AWESOME

AWESOME

AWESOME

Posted: Thu May 26, 2005 3:19 pm
by Nmn
Grubber is BOSS!