Ground deformation heightmap for buildings

Ground deformation heightmap for buildings

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Ground deformation heightmap for buildings

Post by Das Bruce »

Rather than just making it flat all the time. Plus that'd allow for building earthen walls and trenches. :-)
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

yes please!

That could also be the start of a whole new 'terraforming' mechanic, whereby you could select to build special 'buildings' from the build menu that are invisible and change the terrain into certain shapes before disappearing (self-ding, autodamage script etc) on build completion 8)

I reckon the modders would jump on that feature in seconds

(the usual disclaimer: I'm not proposing to add this to any specific mod, just that the engine be capable of doing it :wink: )

EDIT: might even be able to make proper bridging units with this, using a more permenent roadlike 'building' (ie a big long flat thing with a huge open strip in its yardmap) that you could build on water and would raise the land up to its level - then you could make it so that when the building is destroyed, it generates an impulse explosion that makes the land sink again... :-)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Oh my ...... ..... heh heh heh heh... oh boy. You give me some bad ideas, Soulless ^^
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Did nobody ever play with the terraforming tools I put into early versions of NanoBlobs? :roll:
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

The Bridge Thing i tried out in OSoleDiod - and it is not fun - because Subs can`t destroy those "Britches"
and
it is stretching the GroundTexture. Next known Problem is, that many Mappers would have to rewokr there Maps - just think about the Map with the Lavariver - were is the Joke about all this, if you can build a bgridge?

@ Argh - i only have the latest NB - what was it with the Terraformingtool ? How did it work...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Ah... see NB 0.2b. I had a "building" in that mod which had a hidden purpose as a terraforming tool. Sadly, I don't think anybody ever noticed what it could do :?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

It is one of the funny Things of Creating something - may it be Mod or Map -the People never do what they are expected to ... and thougt things never work as you expect them..
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

PicassoCT wrote:The Bridge Thing i tried out in OSoleDiod - and it is not fun - because Subs can`t destroy those "Britches"
and
it is stretching the GroundTexture. Next known Problem is, that many Mappers would have to rewokr there Maps - just think about the Map with the Lavariver - were is the Joke about all this, if you can build a bgridge?

@ Argh - i only have the latest NB - what was it with the Terraformingtool ? How did it work...
1) nobody is forcing anyone to make use of specific features here - this is a request for the engine :roll:

2) could just have some kind of hardness-based modifier on terraforming - one that either restricts where you can place a terraforming building OR maybe just one that makes harder terrain take much longer. Probably both of these ;)
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

MTR

Yeah... Building "Bumps" and "Trenches" as buildings might be the way to go with this type of thing... would simplify the interface integration deffinitely...
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

It would be cool if you could just detach the Physical Terrain from the Visible one - so the Ground under The Bridge remains normal, but the vehicels can drive upon the Physical Terrain. This would also allow to pull up Physical Terrain over Features and allow Units to stand upon features (like Smoths Houses, while the Visible Ground is not touched and restored once the Feature vannishes.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

if you're gonna program in stuff like that, you might as well start coding in real 3D terrain and bridges and stuff, it'd be more useful and less hacky...

but for now, terraforming would be just fine :-)
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Trench-making 101

1. Make a mine that does very little damage but has an extram crator factor

2. Make a solid line of these trench bombs whre you want to trench

3. Suround the trench bombs with walls/dts/ w/e leaving openings where you want ramps.

4. ctl-D *BOOOOOM*

5. Reclaim walls (or leave them for extra forification)

Yes.. I know.. its hacky *hangs head in shame*
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

No it has a Point - were it is allowed on the Maps, trenching is possible.. even simpler - spiderboms - and terrain reconstruction - the Result are Trenches (if you handle it clever...)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hacky? Its a damn good thing to do.. I used to play on SP with stuff like that, then tried it on some nub.. He got pissed cuz all his flashes rushed right into the trench, and were decimated by the guardians on the other side XD
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

^ gotta try that sometime...:-)
Post Reply

Return to “Feature Requests”