Blueprint
Posted: 21 Apr 2013, 11:50
The idea as I understand it is to move as much as possible from mapconv, but you still have some work to do.
Blueprint is missing:
metal map - I made this for hohenheim
type map
grass map
This one is trickier than metal map since you would ideally want to still draw the type map in an image, then have that image parsed into a bunch of Spring.SetMapSquareTerrainType. Haven't tried it though so I'm not sure if that will cause the engine to go nuts and give players strange crashes, bugs etc.
Also featureplacer is missing geothermal spot feature although it will dump existing featuremap geos as features into the set.lua file.
Seems a bit abandoned?
Blueprint is missing:
metal map - I made this for hohenheim
type map
grass map
Code: Select all
Spring.SetMapSquareTerrainType
( number x, number z, int newType ) -> nil | int oldType
Spring.SetTerrainTypeData
( int typeIndex
[, number speedTanks = nil ]
[, number speedKBOTs = nil ]
[, number speedHovers = nil ]
[, number speedShips = nil ] ) -> nil | boolean true
Also featureplacer is missing geothermal spot feature although it will dump existing featuremap geos as features into the set.lua file.
Seems a bit abandoned?