Heightmap

Archive of the old editing forum
Forum rules
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.
User avatar
Kappes Buur
 
 
Posts: 4189
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Post by Kappes Buur »

I uploaded a revised tutorial with a heightmap which is way simpler.

In the previous tutorial I included some transition areas to climb from one tier to the next of a small mountain.
And these transition areas made the heightmap look rather cluttered, therefore the revision.

http://rapidshare.de/files/1839315/heightmap.zip

If you used this tutorial, please, let me know if you found it helpful.
User avatar
ReX
Posts: 1584
Joined: Tue Aug 05, 2003 10:01 am
Location: Quatto's Palace
Contact:

Post by ReX »

Lexus Alyus wrote:From what i've seen, the terrain generator is very impressive.

:twisted:
Agreed.

Initially I had some problems because neither my map editor nor ZenNode would build the nodes. Nigel pointed me to DeepSea's node builder. I used deepbsp from DeepSea v12.06 and it built the nodes in a snap.
Kappes Buur wrote:I uploaded a revised tutorial with a heightmap which is way simpler..... If you used this tutorial, please, let me know if you found it helpful.
Thanks for the revision. Feedback shall follow.
User avatar
Your Name Is
Posts: 802
Joined: Sun Oct 31, 2004 5:06 pm
Location: Raleigh, NC
Contact:

Post by Your Name Is »

Isn't this what the ZTerrain is for?

EDIT: Nevermind, beaten to the punch
User avatar
WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Heightmap

Post by WARCHILD_89 »

so there are two ways, the simple one would be to have a version of Zterrain that runs on newer Windows versions (Windows 7 and newer), or the other ways would be to collect a zip file of useful standard prefabs for Doombuilder...
User avatar
Kappes Buur
 
 
Posts: 4189
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Heightmap

Post by Kappes Buur »

As far as I know, Grubber's ZTerrain is the only way to construct maps incorporating heightmaps.
They can look okay depending on the image for the heightmap used http://imgur.com/a/JruU9

In combination with the View Height plugin it is relatively easy to find flat areas
Spoiler:
to place monsters, weapons, etc.

There had been an attempt by bagheadspidey to develop a Terrain editor, but, alas, it
never was finished.

Using GZDoom and GZDoom BUilder there is now a better alternative to build terrain with Blender
when exported as wavefront objects
http://forum.zdoom.org/viewtopic.php?f= ... 15#p799815
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Heightmap

Post by Nash »

ZTerrain is super obsolete by now. You can make heightmapped terrain inside Blender and the OBJ importer in GZDoom Builder uses vertex heights in UDMF which is the latest and best way to do sloped terrain in ZDoom.
User avatar
Kappes Buur
 
 
Posts: 4189
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Heightmap

Post by Kappes Buur »

Knowing that there is a better way than ZTerrain is one thing, and knowing how to do it in Blender is another.
While I have Blender sitting on my harddrive and have done some minimal stuff, I am still struggling to do something useful. :(

Could somebody do a tutorial, or point to a tutorial, how the terrain is done in Blender and then exported/imported into
GZDoom (UDMF) with GZDoom Builder?
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: Heightmap

Post by Zanieon »

You actually don't even need use Blender to do heightmaps, Nem's Terrain Generator can do the trick and export the terrain as obj.

As for GZDB terrain import/export, i didn't used it yet to know how it works.
User avatar
Apothem
Posts: 2070
Joined: Sat Nov 29, 2003 7:13 pm
Location: Performing open heart surgery on an ACS compiler.

Re: Heightmap

Post by Apothem »

I've seen this implemented previous a long long time ago back when I first joined here. Someone had made a conversion program to do this for a way older version of ZDoom. May need to search the forums for a bit. I tried with no luck, but I know I've seen this done before.
Locked

Return to “Editing (Archive)”