IslandDivide - Autogenerated map - Page 2

IslandDivide - Autogenerated map

Discuss maps & map creation - from concept to execution to the ever elusive release.

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Essentially because of the time taken to create the map, nothing else.
SJ wrote:...
In all it should be possible to create a new map with 15-30 minutes of work and 6h of waiting on terragen.
...
And yes, most certainly, that would be awesome for tournaments and .. anything else. Just not having to wait 6+ hours for a map to be randomly made (not even counting the slower machines).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

It would be good if we ahd fog of war for this so we really cannto see any of the map and have to explore it...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

If you were using l3dt with a good climate system, this process could be cut down to about 2 hours of work total.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

My opinion is that terragen looks quite better (top down anyway), and it still is 1 hour and 59 minutes too long. Zaphods map format could work perfect for this idea.

Standard textures should be send with Spring install (rocks/cliffs, seabed,riverbed, grass, snow, sand, bushed, (dry)dirt, steppe/tundra, mars, moon, etc) and that only the height, metal and featuremap needs to be generated. This could be fast, and the map size would probably be so small, that after generating it for some secs, all the other players can receive the gen-ed map (couple of 100 kbs?)

Zaphod, what do you think about this?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

IceXuick wrote:Standard textures should be send with Spring install (rocks/cliffs, seabed,riverbed, grass, snow, sand, bushed, (dry)dirt, steppe/tundra, mars, moon, etc) and that only the height, metal and featuremap needs to be generated. This could be fast, and the map size would probably be so small, that after generating it for some secs, all the other players can receive the gen-ed map (couple of 100 kbs?
If you trim the time to generate it to a couple of seconds anyway, it doesn't make sense to send a couple of 100 kbs over the net: as it's randomly generated with a random number generator seeded to a certain value, the only thing you need to send over is the seed (4 bytes). Because the sequence of random numbers returned to the map generator is then known, it will build the same map on every client.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

AF wrote:It would be good if we ahd fog of war for this so we really cannto see any of the map and have to explore it...
that is why I play with L on.

If they had just the shadow outside of your view as an option to be turned on that would be awesome.

Although there would need to be an option to turn that off for glamour shots.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

hm..

using zaphod map format, its not needed to pass through terragen or anything. Just tell what zones use .. ground/mountain/cliff... etc textures and ready.

The very mapconv can do that.

not as nice or well done as terragen, but pretty fast to generate->play.

im mistaken?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

if someone with half a brain makes a map in zaphods new system it will look like hawt sex.

Using baseprobs and gradcoeffs is quite effective, not to mention fast. If anything, good maps will require more skill.

Edit:

Terragen is ok, not definately not the greatest. Bryce is uber irritating when it comes to the sides of hills, because there is no different texture, just painted desert bands, and if you put a realistic looking texture in there it won't really look all that great.
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IceXuick
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Joined: 14 Mar 2006, 01:46

Post by IceXuick »

yeah bryce basic/standard materials are kinda alike, and give more or less a very limited variety to the maps. It are the materials you create yourself. They don't need to have lines, and can have the slope effects from terra or l3dt just as good. Problem with bryce is that it can give a headache to configure this right. If you don't know what you're doing, you'll end up switching endlessly through all the menu's and settings.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Just for a minute, lets all do the


BUMP



what happened to this?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

maybe its in svn changelog?
e: i cant find it.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

The map generated this way by SJ is very nice, by the way, I had a game on it not too long ago.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

nice avatar gabba.

I to am wondering about the progress on this tool.
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Fat Zombie
Posts: 61
Joined: 31 May 2006, 19:16

Post by Fat Zombie »

The map as a stand-alone thing is quite good. It looks nice, and it's got a a simple playing area.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I think that the map is nice too, I sure wouldn't mind it being added to the Spring installer.

But I'm more interested in seeing the map generator being finished and released :-)
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

I havent really had time to work on this so its more or less unchanged since I created this map.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

smoth wrote:nice avatar gabba
:-)

Yours is really cool too
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

Would it speed up map generation if somehow you made the pathfinding as you generate the map? Basically build the map around predetermined pathfinding. In this way you can balance out resources and distances to be fairly symmetrical, although you really can have build the whole layout asymmetrical.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Pathfinding or map generation is not the problem here, the problem is generating the tile textures, which takes too long to be acceptable for a user
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

where is this shizz?
is it dead?
I wanted to try this for making some maps..
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