A map texture discussion thread
#44

ClockWatcher Wrote:Skunkmeister,



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.

Icompletely agree, such a tool would be nice speeding up map building. I've got a sadness though because on most maps the official map builders STOPPED after using that tool (which they have). Cities like Stalingrad or Sevastopol are just a pile of 2-3 types of buildings, there's no center town, there are no features...lifeless

I thought too lately about such a tool, hehe. I think it's not so hard to write...The principle is the periodicity of the village (town) texture if you place it on the map. Get coordinates for objects positions when the texture is placed starting (0,0) and extended till it repeats. Then if you have any spot on a map with that texture, calculate x,y=(x0+n*period, y0+m*period) (something like this don't take it too seriously, n and m would be the map_T pixel index where th program finds that type of texture). Place object in mission format. Randomise type. Needs to know what specific texture is placed, Dcountry.tga and country.tga will need different placement (diferent x0,y0)for example. You need some templates containing objects positions for each village or town texture...
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