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.
- Tormentor667
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- Lexus Alyus
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From what I understand, you'd need an extra byte in the linedefs structure to add much more, which isn't going to happen...
Unless someone can devise a way to use slope things without requiring a reference line. Maybe a hack to use the first line in the sector that isnt connected directly to the slope thing itself? That would work fine for triangular sectors.
Unless someone can devise a way to use slope things without requiring a reference line. Maybe a hack to use the first line in the sector that isnt connected directly to the slope thing itself? That would work fine for triangular sectors.
- Lexus Alyus
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I actually had that idea a while ago, and thought that it would be really cool to have something like that available in Doom Builder or something. Like, have the normal view for mapping, 3D view for texturing, and then an isometric view of the grid for adjusting heights of sectors and slopes and such. Of course, for this to work well in Zdoom, the slopes themselves would need to be reworked to allow for more control over them, as right now making complex sloped figures is a bit difficult.
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?
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?
- Lexus Alyus
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Maybe such a feature could be embedded into ZDoom itself, like the build engine... This would be cool if randy made zdoom not only the game, but the editor to. This would allow for far more complex things without relying on outside tools... of course, randies work load would increase at least 4 fold
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Just noticed this old topic about heightmaps, and I thought I'd bump it up the line, as it's now quite relevant to the discussion on the terrain generator for ZDooM.
I looked at farlowj's heightmap wad and it looks very cool. I'm off to try kappes buur's tutorial on creating heightmaps and see if I can give the terrain generator a whirl.
I looked at farlowj's heightmap wad and it looks very cool. I'm off to try kappes buur's tutorial on creating heightmaps and see if I can give the terrain generator a whirl.
- Lexus Alyus
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