Hi again Something i can think of that would work/be interesting to do/use and be the closest of a tille map generator would be more of a terrain and city generator based on layers. Like you define rulesets:
This plants can live with this plant and this other one but not that one. This plant needs to be that much closer from a water body and that much far from a road. That other plants lives only in high altitude and flat terrain This building can only exist of there is this other building at a certain distance and a body water nearby. If there are that much buildings of that type nearby then there must also be that other building in the middle. You allow users to paint the objects placement maps in case there are objects that must be there (water body, height map, roads, pine forest) Then for each objects you create greyscale layers defining a probablility of existence using the rulesets and user defined maps. Finally you generate the final placement map. Thats because, really using blender and b2cs we can do a lot of things already if i can think of an issue it would be that large ammount of contents need to be generated programatically thats why i suggest you the above thing, else maybe ask to the YoFrankie/Apricot team which tool they would have lacked when making their game and if in that sense a tile based map editor would have been usefull. On Sun, 2008-08-31 at 14:37 +0200, pascal tempier wrote: > Hello > > Why not working on b2cs? > That would probably get you way much further than doing anything by > yourself, however you'd need some python knowledge. > As for tile based map maker, as i can imagine it, that would only work > for outdoor/countryside stuff, you could try to make a city with one, > but building placement would be either squarish or not aligned which > would give a 90's rpg style. > > Pascal > > > On Sat, 2008-08-30 at 18:31 -0700, Jim Sager wrote: > > My main question is: What are the rules for creating the vertices for > > walls? I tried to reverse engineer them for my last map maker, but I > > messed up somewhat and it rendered badly. If there are no hard and > > fast rules, I'm going to try and reverse engineer the stuff again. > > > > I'm just trying to become educated on this before I get the ball > > rolling on a map maker. The first thing I'll do is make a tile based > > map maker. I think laying out a map in a tile sort of way makes > > creating the map more intuitive. You get to put the walls where you > > want, and lay down some colored flooring. If you play the level > > without editing it further, you may have a feeling like you are thrown > > back to Wolfenstein 3d. It still has merits because you get to parse > > out the level in a rough structure of what you'd like to see. More > > advanced editing can be done later. > > > > The second stage to the Map Maker will be for me to: > > Move around inside the map with something akin to Simple1's controls. > > Add objects into the map(like items, monsters, stair cases, floating > > platforms) > > Raise/Lower floors and ceilings. > > > > And I think I am capable of doing that stage. > > > > The third stage is going to be tough for me as I do not know a whole > > lot about linear algebra. The third stage will have these tools: > > Create a tunnel or hole through walls, ceiling, or floors. > > Create lumpy terrain from flat floors. > > > > If someone can help me get through the third stage, it could be a good > > enough map maker that other people would want to add functionality > > into it too. > > > > I know every so often that someone brings up the idea of a map editor > > for CrystalSpace and it fizzles out. I'm not saying this is any > > different. I'm just saying that I'll likely have to go there > > eventually myself so I'd like some education on it. All I know how to > > do is reverse engineer the level in walktest. > > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > > Build the coolest Linux based applications with Moblin SDK & win great > > prizes > > Grand prize is a trip for two to an Open Source event anywhere in the world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > _______________________________________________ Crystal-main mailing list > > [email protected] > > https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: > > mailto:[EMAIL PROTECTED] > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Crystal-main mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/crystal-main > Unsubscribe: mailto:[EMAIL PROTECTED] > ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
