Saturday, July 18, 2015

GZDoom Builder - Vertex Slope Tutorial / Workflow

Some quick and dirty vertex slope terrain.  Usually I'll use a more careful hand in sculpting terrain, but this video demonstrates the fundamentals of working terrain into a UDMF format map.

As the video progresses, you can see that the entire business end of vertex slopes is essentially flood-filling larger sector boundaries with triangles. There are a couple of things to keep in mind that aren't mentioned in the video.

- Assign all the lighting and texture properties of your terrain before butchering it into a mesh.  It takes a lot more work to flesh in the small details when you're swimming in triangles.

- Monster/player collisions on slopes aren't exactly refined.  Areas with very dramatic height variations should be avoided where a lot of foot traffic is to be expected.

- The least amount of triangles you need to achieve the desired effect, the better.

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