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Automatic transitions, sort of
http://www.ryandor.com/forum/viewtopic.php?f=2&t=2852
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Author:  punt1959 [ Sat May 13, 2006 7:17 am ]
Post subject:  Automatic transitions, sort of

Most know I am fairly lazy. If I can figure out how to make a program do most of the work, I will.


I have been thinking about transitions. I think the following would get a rather complete template.

1. Generate a list of all tileids currently used in the OSI maps (ignore difs for now).
2. Map those tiles to terrain ids (this is the labor intensive).

3. At that point, a program can no go back , and generate a transition for all used by the OSI maps.

thoughts? Am I missing something (probably)? Volunteers for step 2?

Author:  punt1959 [ Sat May 13, 2006 7:58 am ]
Post subject: 

In case any is intrested, there are a total of 1532 unique terrain tiles used across all four maps (0,2,3,4), not counting dif files.

Author:  RoninGT [ Sat May 13, 2006 10:10 am ]
Post subject: 

How would someone map? Meaning make a map where all those tiles come in contact?

If thats the case hell i can come up with something for you if the map dont have to look pretty :)

Ronin

Author:  punt1959 [ Sat May 13, 2006 11:47 am ]
Post subject: 

Well, stromcrow has convinced me that it isn't really feasible.

So I guess I will put that on hold for a bit.

Author:  Tabain [ Sat May 13, 2006 11:59 am ]
Post subject: 

If you're suggesting having a single map and having to use 1500+ colors to draw on it, I much prefer the automatic transition approach that's used now hehe.

Author:  punt1959 [ Sat May 13, 2006 12:06 pm ]
Post subject: 

No, I was stating a method to define the transition files (all the xml files in the data/transition directory). But I don't think that it is as straightfoward as it appears.

Author:  Stormcrow [ Sat May 13, 2006 3:47 pm ]
Post subject: 

In short, we've reached the conclusion that it is a terrific idea, but would probably be more work to do than it is to just brute force them out.

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