Hill things?!

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ChupaReaper
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Hill things?!

Post by ChupaReaper »

I know this is asking for a lot, but to make a sector 'curve' up to the zheight of a 'hill thing' would be good for... hills! I can make hills with slopes, but they normally come out shite.
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Doomguy0505
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Post by Doomguy0505 »

Look at maps made with zterrain and see how they're done.
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ChupaReaper
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Post by ChupaReaper »

I had a look at that and made an ok map out of it but it's hard to edit and messy. Hill Things or whatever they would be called would make life much easier, just dump in a hill thing, set its zheight and then the sector would 'lump' up to it! One could add args to change how it works a little. This would be much easier, quicker and tidier than converting heightmaps to into wads then messing about with a load of triangles!
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KeksDose
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Post by KeksDose »

It's very easy. See, a hill thing would need to generate more sectors then, they could screw up (not build properly or get out of the map), and it would be a pain to implement this, I think =P
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ChupaReaper
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Post by ChupaReaper »

But it could be possible to have gzdoom split up the sector then subsurf it, like blender does with faces.
Devan
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Post by Devan »

Couldn't this be just like in Vavoom?
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ChupaReaper
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Post by ChupaReaper »

How does Vavoom work, I've never used it?
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Shinjanji
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Post by Shinjanji »

I'd rather see a method using triangular sectors and "terrain" slope things placed at their vertexes. The Z height of the slope things determines the Z height of the vertices of that vertex. I suppose that you could tag the sectors and thingIDs equal, to determine which sectors to slope.

Honestly, I think that is a very efficient solution, but it may need tweaking.

Hmm... *stops by Feature Requests at ZDoom*
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ChupaReaper
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Post by ChupaReaper »

I guess that works too, sort of the same just splitting the sectors up yourself right? Then gzdoom aligns the sectors up itself like zterrain but using hill things instead of heightmaps. If that makes sense?
I have got zdoom features mixed up with gzdoom, I'll repost my zdoom suggestions in the zdoom forum.
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Graf Zahl
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Post by Graf Zahl »

Shinjanji wrote:I'd rather see a method using triangular sectors and "terrain" slope things placed at their vertexes. The Z height of the slope things determines the Z height of the vertices of that vertex. I suppose that you could tag the sectors and thingIDs equal, to determine which sectors to slope.

Honestly, I think that is a very efficient solution, but it may need tweaking.

Hmm... *stops by Feature Requests at ZDoom*

That's precisely what Vavoom is doing - except for the tag.

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