Here is a basic tutorial on creating a composite textured terrain scene using Adobe Photoshop and GZDoom Builder. This method can be expanded upon or downsized, of course.
Showing posts with label gzdoom builder. Show all posts
Showing posts with label gzdoom builder. Show all posts
Tuesday, October 9, 2018
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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