[Util] ZDoom Terrain Generator
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Take your favorite image editor and decrease the contrast. That'll cause less color variation which'll create smaller hills.I've just been mucking around with stuff and it's cool, but I'd like to see the kind of graphic that can make a good, usable terrain. Most of the graphics I have tried have created a very lumpy terrain that is hard to walk over.
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The best solution wolud be to generate your terrain and then work on that map and buoldfrom there. If you plan it in advance and placew some flat parts then you can place buildings and landmarks iun the apropriate places without screwing with the geomitry. This makes sense in theory... but I have yet to find out if it works in practice . Would be cool foer creating army type mods with missions and stuff... anyone thinking of making a Battle Zone mod? (I really like that game, good idea... I'm sure that with some complex scripts you could do something like it).
Grubber, your program has spawned far more possibilities, I must congratulate you (again ).
Grubber, your program has spawned far more possibilities, I must congratulate you (again ).
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except that a 16-bit renderer is missing, for that fog effect.Belial wrote:HOLY CRAP THIS IS BEAUTIFUL
What's a in-engine terrain engine, i.e. how does it look like? Put one thing in that sector and - got your terrain?randy wrote:This is awesome. I wonder how much work it would be to add a real terrain engine to the game.
UT has its terrain generator in Unrealed, same goes for Q2 (I guess), so what is it?
I'd support sourcecode. Especially since I can't run that exe thing without emluation under <another OS>. There could be an algorithm to produce squares instead of triangles - reduces the sector count and subsector stuff (and detail, but that depends on what you want). Even though visplane overflows are long gone, large ssector areas can bog down.
Maybe we can get Kurt Kesler back in the boat now, thanks to this Terrain Gen?
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All it means is that the engine is capable of using the heightmap directly and rendering it in a more efficient manner. But I think something like that really needs a new map format and editor support to be more than just a big hassle to use.Hirogen2 wrote:What's a in-engine terrain engine, i.e. how does it look like?
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