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.
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.
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.
- Kappes Buur
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Agreed.Lexus Alyus wrote:From what i've seen, the terrain generator is very impressive.
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.
Thanks for the revision. Feedback shall follow.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.
- Your Name Is
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- WARCHILD_89
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Re: Heightmap
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...
- Kappes Buur
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Re: Heightmap
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
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
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
Re: Heightmap
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.
- Kappes Buur
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Re: Heightmap
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?
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?
- Zanieon
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Re: Heightmap
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.
As for GZDB terrain import/export, i didn't used it yet to know how it works.
- Apothem
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Re: Heightmap
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.