Spellcaster Studios

Make it happen…

Merging custom maps

Started work on merging the procedurally generated map with the custom stuff I make in the editor… and only when I started I saw the error of my ways!

The way I’m building the procedural world is that I build a heightmap for the world, and then convert that heightmap into voxels, with special cases for the “cave” prop (which burrows a hole).

So, when you try to merge an existing voxel representation with a map, you have to do it in two places: the map code (otherwise stuff like the map won’t display correctly, because it’s drawn from the heightmap), and then add a pass after the standard generation of the voxelscape to copy the voxel map on top of the existing map… So, much more work than I thought… The same thing happens with the props and action nodes in the map… They’re all setup at different times, so I’ll have to load the voxel map and store them until the time is right to use them…

screen122

Today I built the custom voxel map to heightmap stuff, as you can see in the above screenshot (the red stuff on top of it is my custom temple)… If I go there with my player character, I’d see a rough representation of the map, corresponding to generating the voxel world from this map… Very ugly stuff:

screen123

Hopefully soon I’ll have the voxel copy part working… Also found some bugs with the fog and alpha-blended objects (like the shield), so I have to fix it!

Now listening to “Passage” by “Samael”

Link of the Day: Didn’t see anything interesting in my feeds today, so here’s the link to one of my favorite webcomics… Really love the Warlock Richard on this one! It’s a story based comic, so it only makes sense when you read it from the start, though: http://www.lfgcomic.com/

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