Heightmap

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Postby farlowj » Mon Dec 27, 2004 12:42 pm

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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Postby Giest118 » Mon Dec 27, 2004 2:42 pm

Holy crapfuck that is awesome!
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Postby Chilvence » Mon Dec 27, 2004 3:18 pm

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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Postby Graf Zahl » Mon Dec 27, 2004 3:42 pm

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



References for the slope things.
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Postby MasterOFDeath » Mon Dec 27, 2004 6:52 pm

Farlowj I love you(not really but you get the idea :P)
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Postby Kirby » Mon Dec 27, 2004 7:20 pm

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

FARLOWJ U ROCK
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Postby farlowj » Mon Dec 27, 2004 8:55 pm

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!
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Postby Dron » Mon Dec 27, 2004 9:07 pm

holy shit! ...can i use that in my map?
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Postby Chris » Mon Dec 27, 2004 9:27 pm

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.
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Postby farlowj » Mon Dec 27, 2004 9:33 pm

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!
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Postby farlowj » Mon Dec 27, 2004 9:39 pm

Holy crap it looks wierd with a warped flat, like the snakelike flat, when it's warped. Creepy.
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Postby MasterOFDeath » Mon Dec 27, 2004 10:10 pm

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

[EDIT]hmm... BattlefieldDooM2!
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Postby farlowj » Mon Dec 27, 2004 10:17 pm

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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Postby Arcane » Mon Dec 27, 2004 10:31 pm

I love you. o.o

This runs smooth at 800x600 with two Cyberdemons on a crapheap. like my computer.
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Postby MasterOFDeath » Mon Dec 27, 2004 10:44 pm

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