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Random level generator
Posted: Thu Dec 22, 2011 4:10 am
by JasonX
I just finished a small random dungeon generator after reading some articles and getting inspired by bio-algorithms. I have my not-so-useful grid of . for clear areas and # for walls. I wanted to use that information to create brushes but have no idea where to start. I read the MAP format specification and created two little prefabs (clear area and wall) but i can't position the brush correctly in the world. Always getting messed up. I'm also not sure what's the best approach.
Does any of you guys have suggestions on how i should approach this? Thanks in advance!
Re: Random level generator
Posted: Thu Dec 22, 2011 8:38 am
by andrewj
Prefabs seem like a complication, just write a solid brush for a solid spot and two brushes (floor and ceiling) for a clear spot.
The following code to write a cuboid brush into a file may be helpful:
Code: Select all
void T_WriteBrush(brush_c *B)
{
fprintf(text_fp, " {\n");
int lx = VX(B->x);
int ly = VY(B->y);
int lz = B->low;
int hx = lx + 64;
int hy = ly + 64;
int hz = B->high;
// East
fprintf(text_fp, " ( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s 0 0 0 1 1\n",
hx, ly, lz, hx, ly, hz, hx, hy, lz, B->tex_name);
// South
fprintf(text_fp, " ( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s 0 0 0 1 1\n",
lx, ly, lz, lx, ly, hz, hx, ly, lz, B->tex_name);
// West
fprintf(text_fp, " ( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s 0 0 0 1 1\n",
lx, hy, lz, lx, hy, hz, lx, ly, lz, B->tex_name);
// North
fprintf(text_fp, " ( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s 0 0 0 1 1\n",
hx, hy, lz, hx, hy, hz, lx, hy, lz, B->tex_name);
// Top
fprintf(text_fp, " ( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s 0 0 0 1 1\n",
lx, ly, hz, lx, hy, hz, hx, ly, hz, B->tex_name);
// Bottom
fprintf(text_fp, " ( %d %d %d ) ( %d %d %d ) ( %d %d %d ) %s 0 0 0 1 1\n",
lx, ly, lz, hx, ly, lz, lx, hy, lz, B->tex_name);
fprintf(text_fp, " }\n");
}
Re: Random level generator
Posted: Thu Dec 22, 2011 4:44 pm
by JasonX
I see that, but how do i position this cuboids in the world? I'm iterating and printing my . and # sequentially, inside my grid. But brushes are different.
Re: Random level generator
Posted: Thu Dec 22, 2011 5:41 pm
by qbism
Could you change or convert your output to a BMP image?
BMP2MAP
http://user.txcyber.com/~si_slick/bmp2map/
Re: Random level generator
Posted: Thu Dec 22, 2011 5:44 pm
by JasonX
I'm not really looking into getting a problem solved, but actually learning more about the MAP format and creating brushes based on my algorithm output. So, BMP2MAP isn't really useful. Thanks anyway!
Re: Random level generator
Posted: Fri Dec 23, 2011 2:55 am
by qbism
Ahh, the old-fashioned way.
Re: Random level generator
Posted: Sat Dec 24, 2011 1:17 am
by andrewj
JasonX wrote:I see that, but how do i position this cuboids in the world?
In the code I posted, there are six coordinate variables:
lx : low x coordinate
ly : low y
lz : low z coordinate (bottom of cuboid)
hx : high x coordinate
hy : high y
hz : high z (top of cuboid)
Re: Random level generator
Posted: Sun Jan 08, 2012 1:28 am
by JasonX
I see, so i should increment each cuboid x/y position by it's size (64 units for example)?
Re: Random level generator
Posted: Sun Jan 08, 2012 3:55 am
by frag.machine
Re: Random level generator
Posted: Mon Jan 09, 2012 4:44 am
by ceriux
that looks pretty awesome, do you think there will ever be anything playable?
Re: Random level generator
Posted: Mon Jan 09, 2012 4:44 pm
by JasonX
It looks great, man. But what do you mean by route of BSP models? Randomly generating a path and positioning BSP models along this path accordingly in real time?
Re: Random level generator
Posted: Tue Jan 10, 2012 12:20 am
by frag.machine
JasonX wrote:It looks great, man. But what do you mean by route of BSP models? Randomly generating a path and positioning BSP models along this path accordingly in real time?
Yup. The mod has only one single map (world.bsp) formed by huge rooms. One have a sky (for outdoor sections), other is partially filed with water (the sewer screenshot), other have lava (for vulcanic caves) and so on. To compose the map itself, I cooked 256x256x512 .bsp "base blocks" (with baked lightmaps, so they look a bit better) and aligning them together in a random but coherent and functional way (at least most of the time, heh - there are bugs everywhere at this stage). The maps you see in the screenshot are hardcoded in the QuakeC (just for testing), but the idea is to have some kind of persistence layer so it can generate a huge random map, every time a new, uncharted section is visited, store it and create a big, persistent and totally random world that can be later revisited. The closer Quake will get of Minecraft, I supose.
@ceriux: well, it's not "playable" ATM. You can walk around in four different (and boring) ambients, grab some crates and treasure chests (no loot yet, just the messages), and punch a dummy entity into the cave test area
. I am trying to create a whole new mod almost from scratch, and it will take time.
Re: Random level generator
Posted: Tue Jan 10, 2012 12:36 am
by JasonX
Re: Random level generator
Posted: Tue Jan 10, 2012 12:46 am
by frag.machine
Yes, albeit a bit more simple in look (at least right now).
Re: Random level generator
Posted: Tue Jan 10, 2012 5:58 pm
by qbism