by Chilvence » Wed Jan 05, 2005 8:46 pm
Good idea Risen, but I can see it becoming overly complicated when you are making a heightmap since you will need loads of height things around each vertex, and must make sure all of them match (if you want it to look right). Also, you still need at least one point of reference to slope from, so you would have to have a sister vertex height thing on the opposite end of the sector.
It would be much more convenient to have a vertex thing that you can place directly on top of a vertex, but there is a problem with this. The height of a thing is relative to the sector it is in, and vertexes arent really linked to any particular sector. That means sloping one sector up to meet with a flat, higher sector would be impossible, since the game would either slope all the sectors around the vertex or pick a random one...
However, if it was done so that the game only took into account triangular sectors that are all connected by vertexes that have slope things on them, I think it might be potentially possible to implement. It still sounds like it would be ridiculously difficult though, I'm having trouble just trying to work out the basic theory...
It would have to first check through every sector to find the ones with only three sidedefs. Then find the corresponding linedefs, then find all the vertexes connected to these linedefs and remember which sector they are connected to, then collect the location of all the slope things and work out which vertexes they are on top of, and only then would you have enough information to actually calculate the slopes....
Unless anyone knows a better way to find out which vertexes are in a given sector?