Palladium - Dymanic Heightmap

Palladium - Dymanic Heightmap

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Palladium - Dymanic Heightmap

Post by zwzsg »

So I made a map that use those Lua command to tweak the heightmap.

http://jobjol.nl/1965 <- download link

1) The .smf & .smt contain a flat map. The heightmap is lua generated during gadget:Initialize

2) Every time you build a structure larger than a wall on those cross thing, the ramps toward which it is facing is raised and the 3 other ramps are lowered.

Here's a pic to show what I mean: Image

http://jobjol.nl/1965 <- download link

Known bugs (that jK and Argh refuse to acknowledge ;) ):
- UnitCreated would not be called from LuaGaia, so I had to use LuaRules
- The rendered use the original heightmap instead of current heightmap when deciding which part of the ground cannot be seen

Now that it's done, I feel the concept is much less interesting than I hoped it would be. But there has to be better uses of map changing their heightmaps than this, I'll just have to think of a better one next time.

http://jobjol.nl/1965 <- download link
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Palladium - Dymanic Heightmap

Post by 1v0ry_k1ng »

that is awesome!
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Palladium - Dymanic Heightmap

Post by Beherith »

Sweet, whats the performance penalty for this?
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Palladium - Dymanic Heightmap

Post by Jazcash »

Wow. Do want.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Palladium - Dymanic Heightmap

Post by zwzsg »

Beherith wrote:Sweet, whats the performance penalty for this?
Since I change only the 4 ramps, and not the whole map, I don't even feel a hiccup on my PC.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Palladium - Dymanic Heightmap

Post by hunterw »

oh man i never even though about this! that is awesome.

a pertinent gameplay-altering application would be the creation of a bridge between two areas.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Palladium - Dymanic Heightmap

Post by zwzsg »

Under which condition? Timer? Unit Presence?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Palladium - Dymanic Heightmap

Post by Beherith »

Like a timer, yes, with some warning previously to get units off it.
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Palladium - Dymanic Heightmap

Post by TheFatController »

You could have something like a pair of on/off control boxes that needed energy to keep the bridge open and if both sides failed to make it up it would close killing all on top of it
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Palladium - Dymanic Heightmap

Post by BaNa »

zwzsg wrote:
Beherith wrote:Sweet, whats the performance penalty for this?
Since I change only the 4 ramps, and not the whole map, I don't even feel a hiccup on my PC.
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
WINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWINWIN
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Palladium - Dymanic Heightmap

Post by Pxtl »

I think it'd be fun to just make maps that have heightmap-tweaks working on fixed intervals. Like a chokepoint map where the chokepoints open and close on fixed intervals (anything in the chokes when it switches is destroyed).
User avatar
IllvilJa
Posts: 90
Joined: 08 Sep 2008, 00:01

Re: Palladium - Dymanic Heightmap

Post by IllvilJa »

Only complaint I have regarding bridges is that this does not really allow bridges, not in the sense that you can simultaneously have units going both under and over the bridge.

But very, very, very cool stuff nevertheless. Heck, could turn the game into a sick platform game! You build something at position X to open up passage Y, so you get to some new area with gizmoid amounts of whatever fantastic resource you want! You could even open up a passage way that let loose some gaia controlled nastiness (CRABS! THE CRABS!) that swarm out and cause issues for your enemies :mrgreen: :).

As someone else said:

foreach (1 .. 1000) {
print "WIN";
}

:-)

(Lua is highly potent in the hands of a skilled magician!)
User avatar
Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: Palladium - Dymanic Heightmap

Post by Wisse »

Volcanoes and earthquake cracks zomg!
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Palladium - Dymanic Heightmap

Post by Saktoth »

Random map plz.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Palladium - Dymanic Heightmap

Post by lurker »

Saktoth wrote:Random map plz.
We already have random.smf
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Palladium - Dymanic Heightmap

Post by CarRepairer »

hunterw wrote:oh man i never even though about this! that is awesome.

a pertinent gameplay-altering application would be the creation of a bridge between two areas.
Heard of Complete Annihilation? http://www.caspring.org
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Palladium - Dymanic Heightmap

Post by Otherside »

Image
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Palladium - Dymanic Heightmap

Post by BaNa »

CarRepairer wrote:Heard of Complete Annihilation? http://www.caspring.org
while i like CA and the features it has, for me this has more potential (i guess cause im a map maker and not a hardcore CA player).
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Palladium - Dymanic Heightmap

Post by hunterw »

Otherside wrote:Image
hehe reminds me of lemmings' builders
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Palladium - Dymanic Heightmap

Post by Beherith »

Does this map only work with kernel panic or does it also work with other mods? Because I had some trouble launching it in a ba game.
Post Reply

Return to “Map Creation”