boris Posted June 1, 2009 Have a look at those nice slopes: http://62.143.31.174/boris/db2/bezier.zip They are Bézier surfaces created using 4x4 control points. Screenshot: 0 Share this post Link to post
kristus Posted June 1, 2009 That's very nice. Great proof of concept. But for hills, I dunno. I think they show the same problem you get with Bezier patches in Quake3 and Doom3. If you use them for geometry, you gotta work hard to make them not so sterile. You know, they're too perfect. 0 Share this post Link to post
Alice Jameson Posted June 1, 2009 Argh I can't see the screenshot! Oh well I'm sure its amazing. Will download soon. 0 Share this post Link to post
TheeXile Posted June 1, 2009 Whoa. One step closer to importing heightmaps into Doom. 0 Share this post Link to post
kristus Posted June 1, 2009 ?, They've already done height map terrain generators. Besides, this technique isn't even related. 0 Share this post Link to post
Gez Posted June 1, 2009 Though a heightmap plugin for DB2 would be really nice. 0 Share this post Link to post
TheeXile Posted June 1, 2009 kristus said:?, They've already done height map terrain generators. Besides, this technique isn't even related. They have? Where? 0 Share this post Link to post
kristus Posted June 1, 2009 http://forum.zdoom.org/viewtopic.php?t=6200 EDIT: the good thing about Boris Bezier patch thing here is really that it's a lot more precise than the Zterrain editor. So it can be used for architecture, like you do in Doom3 for instance. Like an arched bend will no longer be that difficult to get done right. 0 Share this post Link to post
boris Posted June 2, 2009 Butts said:How do I get this to work? It's not finished yet. There's no user interface, and setting the control points by entering the x/y/z coords is no fun. 0 Share this post Link to post
Graf Zahl Posted June 2, 2009 kristus said:EDIT: the good thing about Boris Bezier patch thing here is really that it's a lot more precise than the Zterrain editor. That's mostly because ZTerrain had to use some tricks to do its job because the vertex height things hadn't been implemented back then. They are the reason this looks so much better than the old stuff because you can do seamless sector borders. 0 Share this post Link to post
kristus Posted June 4, 2009 A bezier patch will always be more precise than a heightmap generated structure. 0 Share this post Link to post
Torn Posted June 10, 2009 Omg a way to create teletubbies land in doom. :P Serious: This is really cool. I love you too boris. 0 Share this post Link to post
Creaphis Posted June 10, 2009 Impressive. It looks like another aspect of mapping is going to be too easy. What would be really amazing would to load the ground with vertexes and then use tools like those in modelling software to pull this part up, push that stuff down, pinch here, etc... hey I'm just sayin'. 0 Share this post Link to post
boris Posted June 10, 2009 Creaphis said:Impressive. It looks like another aspect of mapping is going to be too easy. What would be really amazing would to load the ground with vertexes and then use tools like those in modelling software to pull this part up, push that stuff down, pinch here, etc... hey I'm just sayin'. Something like that is actually my plan for the user interface for that addon. 0 Share this post Link to post
boris Posted June 17, 2009 Alice Jameson said:So is this still being worked on? The problem is that I have absolutely no clue how to do the user iterface. I'll have to do some research on how to do the drawing and stuff. 0 Share this post Link to post
Alice Jameson Posted June 19, 2009 To be honest I have no idea how plugins work or anything but could the user interface be done with things or objects? Kinda like Doom Builders 3D mode? And you could set the zheigt and somehow get the coordinates from those objects? I dunno, it's just an idea. 0 Share this post Link to post