This is a little map that started as a concept to see if I could make terrain randomly generated (not necessarily using cliffs). I was able to successfully create a map that did in fact randomly generate "cliffs" using actors (terrain deformers). You guys can take a look if you want. Please give any feedback on how I could make it better. Thanks
Now you simply create terrain units at random points. It creates a chaotic terrain, like it has been bombarded during a long time. So, add some smoke to craters to make it look more realistic.
But seriously, you could try to implement a magnet-like interaction between terrain units. Some of them to attract each other, some to repel. So they would create more natural patterns. They could at least check objects around before being placed, to select better places.
Also, movement blockers could protect only the slopes, not the plateaus, and ramps would be nice.
New update: made the terrain sort of repel and and attract each other | Made spawning better
Todo: make ramps - Difficulty: Hard (If anyone could help me that would be appreciated).
Todo: make ramps - Difficulty: Hard (If anyone could help me that would be appreciated).
The main idea is to edit the footprint. The "O" morphed slope must have "C" morphed footprint. So units will be able to walk up to the plateau at one side. The problem is to combine terrain modifiers to make the ramp gentle. Terrain modifiers affect each other in replacing way, instead of adding ;/
Another method is a bit complicated: we need to use a virtual 2D grid, where there will be all self-organization, which will create some random morphed raised spots and alot of corridors between them. Something like when oil drops unite into wider oil pools on water surface. Then we mark some sections of borders between raised and lowered areas as a ramp. Then we create raised areas by using the virtual grid as a mask and applying 1x1 rised modifiers when the land supposed to be rised. Also, we need to place footprint nlockers on slopes except the ramp marked ones. And apply different terrain modifiers for ramp areas.
So, there won't be any "hill" or "lake" units, there will be only the components, you will apply after the cliffs will be created by self-organization in the abstract field.
I used something like this in my Civilization map to create mountains and rivers.
I don't have a picture of mountains, but there is a river. We can see here, that neibhoring terrain modifiers don't ruin each other.
Hello
This is a little map that started as a concept to see if I could make terrain randomly generated (not necessarily using cliffs).
I was able to successfully create a map that did in fact randomly generate "cliffs" using actors (terrain deformers). You guys can take a look if you want. Please give any feedback on how I could make it better. Thanks
Now you simply create terrain units at random points. It creates a chaotic terrain, like it has been bombarded during a long time. So, add some smoke to craters to make it look more realistic.
But seriously, you could try to implement a magnet-like interaction between terrain units. Some of them to attract each other, some to repel. So they would create more natural patterns. They could at least check objects around before being placed, to select better places.
Also, movement blockers could protect only the slopes, not the plateaus, and ramps would be nice.
Okay, I will try to do that in the next update. Has anyone else tested this?
New update: made the terrain sort of repel and and attract each other | Made spawning better
Todo: make ramps - Difficulty: Hard (If anyone could help me that would be appreciated).
Nice.
The main idea is to edit the footprint. The "O" morphed slope must have "C" morphed footprint. So units will be able to walk up to the plateau at one side. The problem is to combine terrain modifiers to make the ramp gentle. Terrain modifiers affect each other in replacing way, instead of adding ;/
Another method is a bit complicated: we need to use a virtual 2D grid, where there will be all self-organization, which will create some random morphed raised spots and alot of corridors between them. Something like when oil drops unite into wider oil pools on water surface. Then we mark some sections of borders between raised and lowered areas as a ramp. Then we create raised areas by using the virtual grid as a mask and applying 1x1 rised modifiers when the land supposed to be rised. Also, we need to place footprint nlockers on slopes except the ramp marked ones. And apply different terrain modifiers for ramp areas.
So, there won't be any "hill" or "lake" units, there will be only the components, you will apply after the cliffs will be created by self-organization in the abstract field.
I used something like this in my Civilization map to create mountains and rivers.
I don't have a picture of mountains, but there is a river. We can see here, that neibhoring terrain modifiers don't ruin each other.
Thanks for the help and feedback :)
This looks like it has a ton of potential. If you edit the terrain mid-game does it create any lag or delay while it's being editted?
It could if you do a lot of deformations at the same time.
Tried to make ramps but failed miserably :(
I was able to make the Mountains have more of a slope feel.
Btw, gameplay process could modify terrain dynamically. Once I created an example of it:
That is really cool.