Levelgenerator
by Bert Heuvingh · in Artist Corner · 11/10/2005 (3:14 am) · 6 replies
For my project I want to use a random generated level. I already have the level geometry generator wich outputs raw vertex,poly and texture data. Is there a way I can turn this data into a .dif interior with just commandline tools ?
My ultimate goal is to have a large ingame button that says "play random level". When pushed it generates a indoor level, makes a mission file etc and runs it.
I think the first step would be to be able to automatically generate the .dif file.
My ultimate goal is to have a large ingame button that says "play random level". When pushed it generates a indoor level, makes a mission file etc and runs it.
I think the first step would be to be able to automatically generate the .dif file.
#2
Alternatively I could indeed use pre-made pieces to construct a level, but that would probably result in very different types of levels than I had in mind.
11/11/2005 (3:05 am)
My generated levelgeometry basically consists of Tombraider1 block-style interiors, so I dont have to worry about illegal geometry. I could try to output .map files myself, but I guess that would somehow include generating BSP data. Do you perhaps know where i can find some documentation about .map files and what they contain ?Alternatively I could indeed use pre-made pieces to construct a level, but that would probably result in very different types of levels than I had in mind.
#4
11/11/2005 (4:10 am)
Thanks, this was just what i needed.
#5

In the map2dif process, does anybody know what happens to the polygons that are stuck between entities (red lines)? Is there a way I could tell map2dif to ignore the outer polys altogether, as they will never be shown anyway (yellow lines)?
In this example it doesn't really matter, but in fact my final maps are going to be 3d mazes and you can image how many sides of the entities (building blocks so to speak) are never going to be shown, so it seems a bit like a waste of polygons.
11/15/2005 (3:42 am)
Unfortunalety, the Valve220 .map format doesnt support negative entities, so when I generate my maze-like levels, i have to generate all the sollid blocks between the hallways and chambers. I tried to draw an example of how a very simple map would look like from a top-down perspective :
In the map2dif process, does anybody know what happens to the polygons that are stuck between entities (red lines)? Is there a way I could tell map2dif to ignore the outer polys altogether, as they will never be shown anyway (yellow lines)?
In this example it doesn't really matter, but in fact my final maps are going to be 3d mazes and you can image how many sides of the entities (building blocks so to speak) are never going to be shown, so it seems a bit like a waste of polygons.
#6
Just 'drag the walls up' from the lines with some wall thickness and you are there:

11/15/2005 (5:34 am)
Actually, this is quite simple to do. Here are some screenshots from a project of mine that does exactly this. The screenshots are from the editor and the resulting model is an obj imported into Gile[s], but the output is perfectly convex and will be in the map file format, too.Just 'drag the walls up' from the lines with some wall thickness and you are there:

Associate David Montgomery-Blake
David MontgomeryBlake