[Util] ZDoom Terrain Generator

Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
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Vader
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Post by Vader »

Truely awesome :shock:
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Medricel
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Post by Medricel »

GIVE IT TO MEEEEE!
:shock: :surprise: :shock: :surprise: :shock: :surprise: :shock: :surprise: :shock: :surprise: :whip:
EDIT:
Is it possible to make COLUMNS in the caves?
And also, is the water a TRANSFER_HEIGHTS, or just simply water?
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Wasted Youth
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Post by Wasted Youth »

I have an idea. What if you could make the image using an interface in ZTerrain. For example, you run ZTerrain and it opens an interface and you can use a lighten/darken tool to make the image. You would also would have the different properties as well for resizing and importing.
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Sphagne
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Post by Sphagne »

W. O. W.
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Grubber
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Post by Grubber »

@Shinjanji: Yes, its possible to make columns. Water is Transfer_Heights, but you must make it yourself, ZTerrain only assigns specified sector tag to the sectors which are under specified z height.
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David Ferstat
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Post by David Ferstat »

I'm not sure if those most recent shots are best described as mouth-watering or trouser-wetting. :)

That's some seriously good-looking terrain there.

Well done Grubber!
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Lexus Alyus
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Post by Lexus Alyus »

... ... ...

Urm... dude, I'm like speechless :D. Maybe this is enough to get me to start making maps again... the ideas are just flowing now :D.

:twisted:
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ReX
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Post by ReX »

Now if there was a way to make the generated wad size smaller, there could be some real cool applications. Starting with a 33*33 heightmap I generated a 512 * 512 area using -size as 16, -height as 1, and the file size after building nodes was 867 Kb. Using -file and -height as the default of 64 and 4 respectively, resulted in an area twice as great and final file size almost the same (which is to be expected, as the number of lines & things depends on the original heighmap).

Is the only solution to use less "dense" or smaller heightmaps? Or can the algorithm be revised to create fewer linedefs, perhaps via an additional option in the command line?
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Grubber
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Post by Grubber »

to get smaller wad size, use small heightmaps (you can use any size, e.g 4x13), and build nodes with zdbsp using compression and also compress sidedefs.
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ReX
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Post by ReX »

Grubber wrote:to get smaller wad size, use small heightmaps (you can use any size, e.g 4x13), and build nodes with zdbsp using compression and also compress sidedefs.
Thanks for the info. I'll keep that in mind.
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Kirby
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Post by Kirby »

Grubber -


:rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock:
PRIASE DA PROGRAMMER!!!!!!
:rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock::rock:
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Grubber
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Post by Grubber »

Bump. new version here. Help here. Demo wad included. There still isn't *true* terrain optimalization, but now you can create caves & water.
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Nmn
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Post by Nmn »

PRAISE
PRAISE!
PRAISE
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
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jallamann
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Post by jallamann »

AWESOME

AWESOME

AWESOME

AWESOME
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Nmn
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Post by Nmn »

Grubber is BOSS!
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