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Blueprint

Posted: 21 Apr 2013, 11:50
by Cheesecan
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

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
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?

Re: Blueprint

Posted: 21 Apr 2013, 12:03
by jK
bitmap typemap is preferred, when you change groundtype at runtime engine needs to repath the square -> takes multiple minutes when doing it for the whole map.

Re: Blueprint

Posted: 21 Apr 2013, 12:29
by Cheesecan
Figures..but we want the bitmap typemap to be in the map archive instead of embedded into smf by mapconv. This way we can change it more easily.