[Util] ZDoom Terrain Generator

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

Postby Hirogen2 » Fri May 13, 2005 1:10 pm

randy wrote:All it means is that the engine is capable of using the heightmap directly and rendering it in a more efficient manner. But I think something like that really needs a new map format and editor support to be more than just a big hassle to use.

How about abusing standard floor textures?
(I'm somewhat against it, it would just be another hack. And in fact, IMO a new map format would really be helpful anyway.)
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Postby Graf Zahl » Fri May 13, 2005 1:56 pm

Hirogen2 wrote:
randy wrote:All it means is that the engine is capable of using the heightmap directly and rendering it in a more efficient manner. But I think something like that really needs a new map format and editor support to be more than just a big hassle to use.

How about abusing standard floor textures?


And what would you use to texture the terrain then?
(I'm somewhat against it, it would just be another hack. And in fact, IMO a new map format would really be helpful anyway.)


THat it is and that's why it shouldn't be done.
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Postby Nmn » Fri May 13, 2005 2:10 pm

If someone here is thinking about making a huge flat with shadows painted on it it won't work to good. You'll need a huge flat (1000x1000 at least for a decent terrain) and will mostly come out messed. I suggest lowering the lighting of the sector where the terrain is to give it more depth.

EDIT: Grubber is my hero too :D
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Postby Chris » Fri May 13, 2005 2:17 pm

There could be an algorithm to produce squares instead of triangles - reduces the sector count and subsector stuff

Triangles are the most efficient way of building the terrain. The more sides you add to the sectors, the harder it becomes to line everything up.
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Postby Mivalekan » Fri May 13, 2005 2:22 pm

Besides, the terrain woud look weird if it were done in squares and not triangles. :|
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Postby killingblair » Fri May 13, 2005 2:46 pm

Now lets see if I can make a program that seed-generates heightmaps (If I can get the .bmp structure :roll:)
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Postby Graf Zahl » Fri May 13, 2005 3:09 pm

killingblair wrote: (If I can get the .bmp structure :roll:)



Look in the Windows headers for BITMAPFILEHEADER and BITMAPINFOHEADER. You need one of each plus a palette consisting of RGBQUADs.
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Postby killingblair » Fri May 13, 2005 4:30 pm

Thanks Graf :D
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Postby Sphagne » Fri May 13, 2005 5:44 pm

Randy, this is just a hazy idea, but:

Can we have overlay height maps with current sector definitions, i mean, we design normal doom sectors, but asign height maps to be added to the height of those sector, one for the floor and another for the ceiling.

Do you know that Plasma-Fractals can be used as height maps to make very convincing real-life hills and terrain. and its formula is real easy.

You just defing the heght of the four corner of the rectangle the the rest is automatically filled, and if you change the random seed, then the terrain would change shape instantly.

There are three DOS based programs that I have created some times ago, which are included in this zip file, and all these programs are based on Plasma-Fractal logic.

Those would show the power of these haight maps.

Wouldn't you think about them, a bit?
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Postby Chris » Fri May 13, 2005 6:56 pm

Can we have overlay height maps with current sector definitions, i mean, we design normal doom sectors, but asign height maps to be added to the height of those sector, one for the floor and another for the ceiling.

It might be cool if ZDoom can do what this program does internally. Not really a terrain engine, but somehow link a heightmap graphic with a map's sector, and ZDoom will generate the slopes and rebuild the nodes automatically when the level's loaded. This could even help remove some of the limitations imposed on the wad's map format as ZDoom would generate it directly to an expanded internal format.
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Postby LorD_BaZ » Sat May 14, 2005 2:57 am

Hehe, Zdoom now has terrain capabilities. Very cool.

Lexus Alyus said
anyone thinking of making a Battle Zone mod? (I really like that game, good idea... I'm sure that with some complex scripts you could do something like it).


I would marry anyone that tried that. Seriously. That would freaking ROCK.
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Postby Hirogen2 » Sat May 14, 2005 5:43 am

Chris wrote:Triangles are the most efficient way of building the terrain. The more sides you add to the sectors, the harder it becomes to line everything up.

Yes, the math will be harder, but still reduces the sector count. A good compromise would be to check if two or more adjacent triangles are on a plane[1], and merge them to one sloped sector.

[1] - If you use a one-colored (one-height) heightmap, this is f.e. the case, but also by random chance.

Sometimes, non-triangle effect could even be helpful.
Last edited by Hirogen2 on Mon May 16, 2005 4:04 am, edited 1 time in total.
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Postby Viciarg » Sat May 14, 2005 7:49 am

Damn...Quake lives :shock:

amazing work
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Postby Grubber » Sat May 14, 2005 12:55 pm

I'm actually rewriting the code (the present one is complete mess) and it will contain optinalization code too.
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Postby Kappes Buur » Sat May 14, 2005 5:44 pm

I have uploaded a step by step tutorial to rapidshare.

http://rapidshare.de/files/1839315/heightmap.zip.html

It just might be possible, that someone finds it useful.
Last edited by Kappes Buur on Wed May 18, 2005 12:19 pm, edited 1 time in total.
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