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Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 11:48
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

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 12:04
by 1v0ry_k1ng
that is awesome!

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 12:22
by Beherith
Sweet, whats the performance penalty for this?

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 12:36
by Jazcash
Wow. Do want.

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 12:59
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.

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 13:17
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.

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 13:45
by zwzsg
Under which condition? Timer? Unit Presence?

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 13:56
by Beherith
Like a timer, yes, with some warning previously to get units off it.

Re: Palladium - Dymanic Heightmap

Posted: 10 Apr 2009, 14:00
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

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 15:49
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.
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Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 16:21
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).

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 16:43
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!)

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 16:44
by Wisse
Volcanoes and earthquake cracks zomg!

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 19:05
by Saktoth
Random map plz.

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 19:10
by lurker
Saktoth wrote:Random map plz.
We already have random.smf

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 20:55
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

Re: Palladium - Dymanic Heightmap

Posted: 14 Apr 2009, 21:44
by Otherside
Image

Re: Palladium - Dymanic Heightmap

Posted: 15 Apr 2009, 00:20
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).

Re: Palladium - Dymanic Heightmap

Posted: 15 Apr 2009, 11:35
by hunterw
Otherside wrote:Image
hehe reminds me of lemmings' builders

Re: Palladium - Dymanic Heightmap

Posted: 15 Apr 2009, 11:39
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.