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Guide on how to create typemaps.

Posted: 21 Aug 2005, 08:00
by Doomweaver
Is there a guide on how to create typemaps? Or any advice? The way I understand it, I have to have r0 g0 b0 for my first type, r1 g0 b0 for 2, and r2 g0 b0 for three. Is this right? What programs do you use to it? And do I need a .bmp the same size as my heightmap?

Posted: 21 Aug 2005, 08:30
by hrmph
It is the same size as your heightmap. Create it with your normal image editing software. Here is an example: http://fileuniverse.com/?p=showitem&ID=1307


The green and blue values can be something to help you see the terrain types while making them.

Posted: 21 Aug 2005, 10:04
by Doomweaver
hrmph wrote: The green and blue values can be something to help you see the terrain types while making them.
That's clever!
Anyway, so Is r=0 terrain type 0 or terrain type 1?

Posted: 21 Aug 2005, 11:55
by FireCrack
r=0 is terrain type 0

Posted: 21 Aug 2005, 18:28
by genblood
I've been messing around with that feature and it will change
the way the game is played. I have four types in my new map
and here is what I put in my .SMD file ...

[TERRAINTYPE1]
{
name=Road;
hardness=1;
tankmovespeed=5;
kbotmovespeed=8;
hovermovespeed=9.5;
shipmovespeed=1;
}

[TERRAINTYPE2]
{
name=Soft-Metal;
hardness=2;
tankmovespeed=0.5;
kbotmovespeed=0.8;
hovermovespeed=0.5;
shipmovespeed=1;
}

[TERRAINTYPE3]
{
name=Hard-Metal;
hardness=3;
tankmovespeed=3;
kbotmovespeed=5;
hovermovespeed=7.5;
shipmovespeed=1;
}



The terraintype0 is the default. Just by change t red value
by 1 pixel makes the area different to the other. Make sure
the other colors are different too or you will have a hard time
figuring out what is what ...

Posted: 21 Aug 2005, 18:34
by Torrasque
Did you realise that a speed multiplier of 8 is 8 time the normal speed???
And I don't think the pathfinder like that.

Posted: 21 Aug 2005, 18:36
by mother
Heh Torr, I was thinking something similar...

More like 'holy pinched loaf batman' thats frigging fast! ;)

Posted: 21 Aug 2005, 19:04
by jcnossen
Could be fun, it would make terrain type speed much more important as a gameplay element.

Posted: 22 Aug 2005, 06:26
by Doomweaver
Thanks, I got it working :lol:

Posted: 22 Aug 2005, 11:03
by PauloMorfeo
genblood wrote:... I have four types ...

[TERRAINTYPE1]
{
name=Road;
hardness=1;
tankmovespeed=5;
kbotmovespeed=8;
hovermovespeed=9.5;
shipmovespeed=1;
}
...
I tried that yellowish map (also your's, i think) that has roads (which by the way are misplaced as they have the benefit off the road in a very wide stripe) where vehicles get a similar high benefit. Those are multipliers too high...
Zaphod wrote:Could be fun, ...
After i tried it, i didn't thought so. Think about a few Flashes running past your Llt's/Hlt's even faster than a Jeffy, right into the core of your base. If that ain't enough, think about a Goliath or a Krogoth running as fast as a Jeffy.