Hello, I'm currently looking for a tutorial of sorts to explain how i can make a randomly generated terrain map.
My idea is as follows (this will be easier to understand if you've ever played Final Fantasy Tactics):
Square Terrain that is generated on a 16x16 to 24x24 square map, with varying cliff heights (preferably 5 or more) and randomly generated doodads.
Further along production i was hoping to have more specific restrictions on the terrain, such as: "If a cliff height = 5 (max) Terrain = Snow" and "Cactus doodad can spawn only on desert terrain" or "all square Terrain must contain at least 1 adjacent cliff of +1, 0 or -1 height (to prevent units from getting stuck)"
Anyone know where i can find a tutorial for this? or able to explain delicately to me how i might attain the effects i'm after?
In the data editor you can find 'Terrain Deformation' objects which basically allow you to make squares or circles of height changes by placing those doodads which allows for random heights though I believe you cannot adjust cliffs ingame (as said by blizzard anyway) perhaps you could make a cliff illusion but that would be pretty complicated, you'd need to make a doodad that could work as a cliff, have terrain deformations placed in such a way it actually looks like a cliff when you put the doodad next to it and also place pathing blockers (could be dummy units) to prevent units going over the cliffs on the ground. The real cliffs ingame are also illusions but integrated into the game system (just hide cliffs and you'll see the terrain is just heightened like you could do normally aswell).
I think you should be able to find a terrain deformation tutorial somewhere here, I used one a long time ago. Try the search function.
Ironically enough, this is a question that probably belongs in the trigger forums moreso than here. To create a random terrain, you need to set a buttload of variables and perform a lot of triggering using arrays and more mathematical gizmo. I'll move your thread for you.
Why do people make pointless posts full of saying it's hard, complicated, a lot of work or you can't do it because I suck at triggers/coding/programming.
Please stop posting if you have nothing constructive to say, if you aren't helping no one gives a shit what you are saying.
Why do people make pointless posts full of saying it's hard, complicated, a lot of work or you can't do it because I suck at triggers/coding/programming.
Please stop posting if you have nothing constructive to say, if you aren't helping no one gives a shit what you are saying.
If you had made this thread would you rather nobody replied, or people replied saying that they weren't entirely sure of the way of doing it, but knew it would be hard and complicated to do?
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Hello, I'm currently looking for a tutorial of sorts to explain how i can make a randomly generated terrain map.
My idea is as follows (this will be easier to understand if you've ever played Final Fantasy Tactics): Square Terrain that is generated on a 16x16 to 24x24 square map, with varying cliff heights (preferably 5 or more) and randomly generated doodads.
Further along production i was hoping to have more specific restrictions on the terrain, such as: "If a cliff height = 5 (max) Terrain = Snow" and "Cactus doodad can spawn only on desert terrain" or "all square Terrain must contain at least 1 adjacent cliff of +1, 0 or -1 height (to prevent units from getting stuck)"
Anyone know where i can find a tutorial for this? or able to explain delicately to me how i might attain the effects i'm after?
In the data editor you can find 'Terrain Deformation' objects which basically allow you to make squares or circles of height changes by placing those doodads which allows for random heights though I believe you cannot adjust cliffs ingame (as said by blizzard anyway) perhaps you could make a cliff illusion but that would be pretty complicated, you'd need to make a doodad that could work as a cliff, have terrain deformations placed in such a way it actually looks like a cliff when you put the doodad next to it and also place pathing blockers (could be dummy units) to prevent units going over the cliffs on the ground. The real cliffs ingame are also illusions but integrated into the game system (just hide cliffs and you'll see the terrain is just heightened like you could do normally aswell).
I think you should be able to find a terrain deformation tutorial somewhere here, I used one a long time ago. Try the search function.
Ironically enough, this is a question that probably belongs in the trigger forums moreso than here. To create a random terrain, you need to set a buttload of variables and perform a lot of triggering using arrays and more mathematical gizmo. I'll move your thread for you.
Just like Mozared said, it will take you tons of work to get that to work properly. That doesn't mean it is impossible.
Time i have, Thankyou for the heads up. I'll work with that idea in mind and see if i can come up with anything.
Why do people make pointless posts full of saying it's hard, complicated, a lot of work or you can't do it because I suck at triggers/coding/programming.
Please stop posting if you have nothing constructive to say, if you aren't helping no one gives a shit what you are saying.
@CrAzD: Go
so like yourself... you posted nothing constructive to the topic of the thread...
This is a community we do not stop people from discussing as long as its on topic. Please keep that in mind
If you had made this thread would you rather nobody replied, or people replied saying that they weren't entirely sure of the way of doing it, but knew it would be hard and complicated to do?