Heightmap
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Sorry about the bump here, but I got something you guys might like. An actual heightmap. Don't believe me? Check this screenshot.
Oh, and here's the map. Move the slope things up and down for different terrain.
Edit: Okay, updated map, much better organization, and I kinda did a map 2, just to show that you can copy and paste the areas fairly easy, but you have to do some work, at least with DeepSea. Okay, now enjoy and make awesome outdoor maps.
Oh, and here's the map. Move the slope things up and down for different terrain.
Edit: Okay, updated map, much better organization, and I kinda did a map 2, just to show that you can copy and paste the areas fairly easy, but you have to do some work, at least with DeepSea. Okay, now enjoy and make awesome outdoor maps.
Last edited by farlowj on Mon Dec 27, 2004 11:43 pm, edited 1 time in total.
- MasterOFDeath
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Yeah, the triangles aren't aligned the same way every time because A. I am too lazy to fix it, and B. See A. If you want to fix it, go ahead, but make sure that each triangle only has one sidedef referencing the slope thing of same ID, otherwise you get Divide By Zero. Let's see some screenshots of real maps with this!
- Chris
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You know.. this almost makes me wonder why Doom level editors are still line/sector-based. Granted you should still have access to that data, but really... you can achieve quite a bit with what ZDoom offers if you think of/deal with the level layout differently (as shown here). All you have to do is make sure the outputed map is something ZDoom can understand.
- MasterOFDeath
- ... in rememberance ...
- Posts: 2024
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- MasterOFDeath
- ... in rememberance ...
- Posts: 2024
- Joined: Sat Apr 03, 2004 10:58 am