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.
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Heightmap
Does anyone know of one that can make heightmaps for ZDoom? If not, can someone make one perhaps? Or is it too complicated? I would help me to make some terrain, you know, so I don't waste my time doing something and realize it looks like crap.
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Sure. As far as I know, a heightmap takes a grayscale bitmap and makes a 3d like model of it. White is higher areas, black is lower. So you don't have true 3d (which is why I'm asking if it can be done in ZDoom) but you have the map split into triangles to make hills and stuff. If you have played any new games, they have heightmaps. FarCry, probably Doom3 in the outdoor parts, UT2004, and others. It makes it easier to make realistic outdoor environements without drawing every triangle by hand. Does that help?
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Wouldn't heightmaps add tremendous overhead to WAD size?? You'd have to store a large graphic (larger than 512x 512 I imagine, and I have never successfully imported one larger than that) as the heightmap, depending on the area you want to recreate...
It looks like you'll be making the slopes by hand for a while at least!
It looks like you'll be making the slopes by hand for a while at least!
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Maybe as an alternative, instead of using slopes to "smooth" the terrain, one could use the heightmap and write a program that interprets these and adds several sub-sectors with differing heights based on the intensity of the gray color. It could be easy to do - but then again, I don't know how Doom's map format works.
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I have done a little bit like this, look at my unfinished map and walk over the flesh path in the lave into the dark cave. In there you will see how the floor "curves" downwards. This is done with triangulated terrain (and so are the edges of the flesh path in the lava). However, I did not use a heightmap, just did it by hand (time consuming precision work, yes).
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