ZTerrain 2.0 in progress

GrubberSoft news.

Moderator: grubber

Locked
User avatar
grubber
Site Founder
Posts: 230
Joined: Wed Jun 29, 2005 18:57
Location: Czech Republic, Zlin
Contact:

ZTerrain 2.0 in progress

Post by grubber »

I'm currently working on ZTerrain 2.0. It will have random heightmap generator and lightmap raytracing among other new features. Also the source code will be released (finally) under GPL, so stay tuned ;).
User avatar
BioHazard
Posts: 408
Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
Contact:

Post by BioHazard »

Lightmap raytracing? What?
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I'd imagine he's talking about being able to add more realistic lighting to the terrain, Bryce style (so that hills will cast shadows).
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

God, I sooo can't wait for this :)
User avatar
grubber
Site Founder
Posts: 230
Joined: Wed Jun 29, 2005 18:57
Location: Czech Republic, Zlin
Contact:

Post by grubber »

wildweasel wrote:I'd imagine he's talking about being able to add more realistic lighting to the terrain, Bryce style (so that hills will cast shadows).
Exactly. Is there a proper name for this (other than lightmap raytracing, which Bio doesn't understand)?
User avatar
BioHazard
Posts: 408
Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
Contact:

Post by BioHazard »

I know what Lightmap Raytracing is, I just didn't know how that worked with Doom...
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Sounds awesome. Like Bio, I'm curious as to how this will work in ZDoom.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Considering that ZTerrain already divides terrain into a whole bunch of tiny sectors, I'd imagine he's adjusting the sector light accordingly.
User avatar
BioHazard
Posts: 408
Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
Contact:

Post by BioHazard »

Right, I understand what he wants to do, it's just before he explained it I saw "doom" and "raytracing" in the same sentance. "doom" and "raytracing" don't go together. Especially when the in-game renderer isin't the subject of conversation.
User avatar
Sir_Alien
Posts: 80
Joined: Tue Sep 13, 2005 8:23
Location: Sydney, Australia
Contact:

Post by Sir_Alien »

In the 'ZTerrain suggestion' thread on the 'GrubberSoft' forums, justin023 wrote:Would it be possible to have a feature that would automatically merge sectors of the same floor/ceilling height with no slope? That would be sweet.
In response, Grubber wrote:That should be done also for sloped sectors too, but first I must rewrite the code to something more flexible :? (what I'm currently not going to).
Is this still the case?
User avatar
grubber
Site Founder
Posts: 230
Joined: Wed Jun 29, 2005 18:57
Location: Czech Republic, Zlin
Contact:

Post by grubber »

No, but I'm not going to write support for that anytime soon.
Locked

Return to “News”