another question about deformable terrain

another question about deformable terrain

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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

another question about deformable terrain

Post by enetheru »

wondering how hard it would be to implement a greyscale image to define map hardness?
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: another question about deformable terrain

Post by The Yak »

I think you can do this with a typemap. Have area A of 1x hardness and area B of 3x hardness. It's like a metalmap basicly, but you use different values of red to define different areas. For example from the smd in Altored Divide remake:
[TERRAINTYPE0]
{
name=Savannah;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TERRAINTYPE150]
{
name=Rocky;
hardness=5;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
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enetheru
Posts: 627
Joined: 11 Jun 2010, 07:32

Re: another question about deformable terrain

Post by enetheru »

The Yak wrote:I think you can do this with a typemap. Have area A of 1x hardness and area B of 3x hardness. It's like a metalmap basicly, but you use different values of red to define different areas. For example from the smd in Altored Divide remake:
[TERRAINTYPE0]
{
name=Savannah;
hardness=1;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
[TERRAINTYPE150]
{
name=Rocky;
hardness=5;
tankmovespeed=1;
kbotmovespeed=1;
hovermovespeed=1;
shipmovespeed=1;
}
awesome, that's good to know. and necessary for terrain based features so that the ground around them cannot be deformed. whilst leaving other ground deformable. or even just so that rocky ground isn't deformable but sand or dirt is..
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