Heightmap

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farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

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.
Last edited by farlowj on Mon Dec 27, 2004 11:43 pm, edited 1 time in total.
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Giest118
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Post by Giest118 »

Holy crapfuck that is awesome!
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Chilvence
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Post by Chilvence »

That thing is a beauty. But is there any particular reason why the triangles arent aligned all the same way?

Also, what are the line ID specials for?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Chilvence wrote: Also, what are the line ID specials for?

References for the slope things.
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MasterOFDeath
... in rememberance ...
Posts: 2024
Joined: Sat Apr 03, 2004 10:58 am

Post by MasterOFDeath »

Farlowj I love you(not really but you get the idea :P)
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Kirby
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Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

This is the coolest thing I have ever seen (quote from Butthead)

FARLOWJ U ROCK
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

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!
Dron
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Joined: Fri Feb 13, 2004 7:59 am
Location: the road to enlightment

Post by Dron »

holy shit! ...can i use that in my map?
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Chris
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Post by Chris »

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.
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Oh yes of course! You don't have to mention me either, if you thought you had to. If you want a bigger area, you have to add more triangles and junk, but by all means, use it!
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Holy crap it looks wierd with a warped flat, like the snakelike flat, when it's warped. Creepy.
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MasterOFDeath
... in rememberance ...
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Post by MasterOFDeath »

Could we have a movie or a new wad or something for out lazy selves? :P

[EDIT]hmm... BattlefieldDooM2!
farlowj
Posts: 389
Joined: Mon Feb 16, 2004 1:33 pm
Location: Michigan

Post by farlowj »

Hold on, I'm working on reworking the map so you can tile it, and I'm adding new areas for easier copy and paste. Just wait about a half hour and I'll have it uploaded.
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Arcane
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Post by Arcane »

I love you. o.o

This runs smooth at 800x600 with two Cyberdemons on a crapheap. like my computer.
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MasterOFDeath
... in rememberance ...
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Joined: Sat Apr 03, 2004 10:58 am

Post by MasterOFDeath »

Hey... is this ZDoom 1.23 compatable? If it is, I can use this in MoDDM3! ;) :D
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