29.12.2007, 10:36
Skunkmeister,
Rough texturing, water etc is very quick, maybe only a mornings work. Roads and towns depend on an RGB value on the texture map, map_T, and this can be done reasonably fast by merging atlas and map_T images.
If someone can figure out a way of automatically placing generic Static Actors objects we could have a very rough map quickly. I.e, a generic village set of objects placed on an RGB of 16 if the pixel size is say 1 - 4 pixels, a generic town if the RGB = 16 and the pixel size is 5 - 20 and so on. A bridge if a road or railway meets water and the water is between 1 - 10 pixels wide, that would stop the program from bridging a sea etc.
It would still take final tweaking which is time consuming, but "automating" the basic process will speed it up a lot. We need someone with good java skills and an understanding of how to get the map-T, map_c and the Actors.static file to interact.
Good work on that Slot map
Rough texturing, water etc is very quick, maybe only a mornings work. Roads and towns depend on an RGB value on the texture map, map_T, and this can be done reasonably fast by merging atlas and map_T images.
If someone can figure out a way of automatically placing generic Static Actors objects we could have a very rough map quickly. I.e, a generic village set of objects placed on an RGB of 16 if the pixel size is say 1 - 4 pixels, a generic town if the RGB = 16 and the pixel size is 5 - 20 and so on. A bridge if a road or railway meets water and the water is between 1 - 10 pixels wide, that would stop the program from bridging a sea etc.
It would still take final tweaking which is time consuming, but "automating" the basic process will speed it up a lot. We need someone with good java skills and an understanding of how to get the map-T, map_c and the Actors.static file to interact.
Good work on that Slot map