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InsideQC Forums • View topic - Random level generator

Random level generator

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Random level generator

Postby JasonX » Thu Dec 22, 2011 4:10 am

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! :lol:
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Re: Random level generator

Postby andrewj » Thu Dec 22, 2011 8:38 am

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Re: Random level generator

Postby JasonX » Thu Dec 22, 2011 4:44 pm

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.
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Re: Random level generator

Postby qbism » Thu Dec 22, 2011 5:41 pm

Could you change or convert your output to a BMP image?
BMP2MAP http://user.txcyber.com/~si_slick/bmp2map/
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Re: Random level generator

Postby JasonX » Thu Dec 22, 2011 5:44 pm

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! :D
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Re: Random level generator

Postby qbism » Fri Dec 23, 2011 2:55 am

Ahh, the old-fashioned way.
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Re: Random level generator

Postby andrewj » Sat Dec 24, 2011 1:17 am

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Re: Random level generator

Postby JasonX » Sun Jan 08, 2012 1:28 am

I see, so i should increment each cuboid x/y position by it's size (64 units for example)?
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Re: Random level generator

Postby frag.machine » Sun Jan 08, 2012 3:55 am

I am playing with the idea of random ambients, too, however I took the route of of BSP models:

Image
Image
Image
Image

I am trying to create an hybrid of Minecraft and Diablo dungeons. The idea is to have a single, persistent "world" map with a huge number of interconnected virtual environments. Something that will work in a similar way to TES:O or FO, only random.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Random level generator

Postby ceriux » Mon Jan 09, 2012 4:44 am

that looks pretty awesome, do you think there will ever be anything playable?
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Re: Random level generator

Postby JasonX » Mon Jan 09, 2012 4:44 pm

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?
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Re: Random level generator

Postby frag.machine » Tue Jan 10, 2012 12:20 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Random level generator

Postby JasonX » Tue Jan 10, 2012 12:36 am

Similar to this maybe? viewtopic.php?t=1621
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Re: Random level generator

Postby frag.machine » Tue Jan 10, 2012 12:46 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Random level generator

Postby qbism » Tue Jan 10, 2012 5:58 pm

Arkage's cube mod "chasm" might be interesting
viewtopic.php?f=2&t=3069
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