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Re: city map
Posted: 27 Jun 2009, 11:30
by Argh
arghs city maps use world gen and stuff are are incompatible with other mods thanks to stupid speedmetal metal
Actually, the metal's at normal levels... and integrating World Builder into other games isn't terribly hard. You don't have to use a P.U.R.E. map to use World Builder, and people are welcome to fork it if they have a need they want to use it for, that's the whole point of the project.
Re: city map
Posted: 07 Jul 2009, 17:15
by SpikedHelmet
Sadly, Spring sucks for features whether they're just features or fancy gaia neutral unit structures. Don't block LOS, crappy collision detection, unpredictable invisible barriers, pathfinding nightmares, blah blah blah.
Re: city map
Posted: 07 Jul 2009, 17:29
by Pxtl
SpikedHelmet wrote:Sadly, Spring sucks for features whether they're just features or fancy gaia neutral unit structures. Don't block LOS, crappy collision detection, unpredictable invisible barriers, pathfinding nightmares, blah blah blah.
Well, you could do the Agorm Treemap trick - make an indestructible feature and hide a mountain inside of it. Hell, you could probably even lua up auto-un-deforming the terrain after the building is destroyed.
Think it over - for each "feature" you provide a heightmap that is applied to the terrain underneath the feature. Map is auto-terraformed when the feature is destroyed.
Re: city map
Posted: 08 Jul 2009, 21:02
by 1v0ry_k1ng
lol, on the otherhand there is that satellite imaged city map 'photorealism: acheived'
Re: city map
Posted: 15 Jul 2009, 20:27
by Andromeda
That is true, there are no damaged buildings in MC2.
Re: city map
Posted: 19 Jul 2009, 12:37
by SpikedHelmet
Pxtl> That is a really hackish and completely shitty way to do it. Sure, it'll get the job done, but in the most limited way possible.
What we need is actual fucking engine or LUA support for that sort of shit. The question is, would it be map-based, mod-based or Spring-based?
In my perfect world, a structure would act much like structures in C&C3. Effectively neutral units which can be interacted with in numerous, script-based ways, from being able to garrison infantry inside, blocking LOS and unit pathing, being able to be destroyed, etc.