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New type of terra - aquaduct

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2 years ago
So like on many maps where water table is shallowi ts cool to make trenches that ships can go

how hard would it be to make a terra, where you make path like in making a wall, but it makes a trench/aquaduct at water level, with slopes on side to make unit pass. It makes it deep at like -14 or something like that, so subs and units can cross., it acts as lower only so it doesnt messes up the regular water level.

you dont regulate the trench depth with mouse wheel, but iits width.


the trench crossesctiion is like
____        ______
    \______/

where slopes are veh ramps (or unit ramps if toggable with space)
+4 / -0

2 years ago
That's a good idea. I wonder if there's a way you could combine that with another already existing terraform option
+0 / -0
2 years ago
it coudld be technically ramp/wall with smooth embedded, but i guess a standalone feature would be better since smooth doesnt do proper ramp angles
+1 / -0


2 years ago
It sounds like a general modifier to make the sides less steep. Everything else can be done with level and snapping to the right height (which is already a modifier). I would be a little concerned about it undercuting other terraform on price. Eg a thin level on the edge of a cliff with low side steepness may end up cheaper than a ramp, while making the same shape. But it could be worth trying out if anyone can find space in the modifiers. Being able to make little holes that bots can walk into, or walls that they can charge out of, seems useful.
+1 / -0
i dunno how you calc the price, is it (m+e)/per grid pixel cubed?

like you have height map and do order to modify heigth map, so you have set of map pixels that are affected, and you calculate displacement per each pixel and sum them to have volume of displacment that is the price? thats where the redmine.org project managment might be handy, people who wanna do things to improve and post patches are clueless where everything is...

on another note i was thinking on other terra modifier:
SAND CASTLE

where you place a box like ramp, and terra algos make a castle with opened up back, and walls that are bot climbable with ramps on the back to vehs go in....


and third thing that would be cool to have with terra is bitmap craters, so you like bitmap a crater heightmap instead of doing algorithmic craters ... imagine a cool nuke crater like:


or at least instead of bitmap heightmap crater a lookup table based instead of algorythimic, where instead of algo heightmap over R, you use R to look more like real crater than sine wave... __/\-/\___ imagine a proper crater with jagged edges of the bowl and something like logarithiimic/power function fallof..., with random added at the edge of the bowl.
+0 / -0