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Prophet Fluffy Bunny of Doom
Joined: 31 Jul 2002 Posts: 18 Location: Houston Tx
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Posted: Sun Feb 09, 2003 8:09 am Post subject: Question about the map editor for my engine. |
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Wow,
Been a while since I was here. Glad to see the site's not going away.
Anyway, I finally got enough free time away from building bikes to work on my rpg and I'm starting with the engine now. Something has me stumped though,
I want to make the map editor work like the one in Heroes of Might and Magic 3 where you dont pick specific tiles to lay. You pick the terrain type and brush size and it lays them like a brush in paint.
I've cracked into the dat files and know there are several tiles for each type and it apparently uses the selected tile set then applies them randomly in the above metioned brush fashion.
Any ideas on how to do this? I'm coding the game in X-basic, but Qbasic works too I can easily translate them.
Thanks _________________ ~We are the creatures of modern folklore~
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Sun Feb 09, 2003 5:55 pm Post subject: |
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!!! this is confuseing, im rewriteing a tutorial type thing so hopefully someone can understand !!!
this looks familiar to a post on that new rpg-dev.net :D
if i was doing that id have your set types worked out (grass, dirt, watter, ect) then when the airbrush was clicked on the map
1. you fill the X*Y area with the current type (say, dirt)
2. then go around the edge of that area checking what is in the 8 tiles surrounding each tile
so if everything around it was dirt youd leave it
if the 3 above it were water this would be a dirt going up into water
it gets more complex when you have crazy combonations but if you stick to simple ones and don't make your maps too crazy it should be right
when doing that youd have to remember that each tile in that grid is dirt whilst checking the edges, just so it dosen't wack up. _________________ https://numbatlogic.com
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Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
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Posted: Sun Feb 09, 2003 7:12 pm Post subject: |
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http://www30.brinkster.com/goskitek/tut/air.html
That is a better way of doing it, but these ways seem to be requireing large amounts of art if you want the random textures, but if you draw the base tile then place the conversion sprites over it it should cut art needs back a fair bit at the cost of fps.[/url] _________________ https://numbatlogic.com
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