Suggestion for the new-new-map-format
Moderator: Moderators
Suggestion for the new-new-map-format
Can we please, please, PLEASE have a way to set the water height in the SMD file? This would make the map making process SO much faster.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
umm just a note, not sure if this will help or not but...
if you compile your maps at
max height 300 and min -100
set your regular ground color at
r 81
g 81
b 81
you will get a perfect height above waterline. Anything black on your heightmap will be in water.
Just a technique I have used before and it works rather well, but it is neither a rule or law, possibly a simple guideline to help?
if you compile your maps at
max height 300 and min -100
set your regular ground color at
r 81
g 81
b 81
you will get a perfect height above waterline. Anything black on your heightmap will be in water.
Just a technique I have used before and it works rather well, but it is neither a rule or law, possibly a simple guideline to help?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
maelstorm made some nice program for determine the waterheight.
which can be found here:
http://www.fileuniverse.com/?p=showitem&ID=1726
which can be found here:
http://www.fileuniverse.com/?p=showitem&ID=1726
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I can see why it'd be hard to implement, after all it would mean having to instruct the engine to re-path a map even when there haven't been any changes made to it, or know to look for a specific tag...
I've not used Sharpmap, it's been "out of date" since before I started making maps. If it allowed you to dynamically see how high the water would be on a given map (ie, you adjust a slider and in realtime the water level rises on a minimap which is based on your heightmap), that would be more than good enough.
I've not used Sharpmap, it's been "out of date" since before I started making maps. If it allowed you to dynamically see how high the water would be on a given map (ie, you adjust a slider and in realtime the water level rises on a minimap which is based on your heightmap), that would be more than good enough.
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Yeah, maps will have a few textures (1024x1024 I assume, with detail textures defined most likely? Probably something to that effect) which are repeated across the map and layered. An alpha map will tell the engine how much to blend the layers together. It's basically the same approach many other engines use (dawn of war, the unreal engine, etc) for terrain.