Topic: Fractal based landscapes
Tibor Topic Opener |
Posted at:
2014-02-26, 22:50 UTC+1.0
Hi
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einstein13![]() |
Posted at:
2014-02-27, 01:17 UTC+1.0
Once I was talking with fk about his maps (he does it well). He told me, that he has a program which is translating the pictures into widelands maps. He did that only for his work, but you can ask him for help. Probably the program works the same as you did in your pictures, but only changes the format (not numbers into bmp/jpg, but bmp/jpg-> numbers -> widelands map). It shouldn't be so hard to make simillar program. einstein13 ![]() ![]() |
SirVer |
Posted at:
2014-02-27, 06:36 UTC+1.0
My advice: convert your image to a .pgm image (which is text based), open the file and copy and paste the numbers. Use a text editor to change the numbers into a lua table and put this into a script that sets the heights. ![]() ![]() |
Tibor Topic Opener |
Posted at:
2014-02-27, 21:48 UTC+1.0
Hi
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GunChleoc![]() |
Posted at:
2014-02-27, 22:51 UTC+1.0
These look great Busy indexing nil values ![]() ![]() |
SirVer |
Posted at:
2014-02-28, 08:24 UTC+1.0
I agree that there are nice looking - how about enhancing our random map generator? Widelands is not in need of a stream of random maps - on the contrary. We have lots of mediocre maps in the map pool and only a few really great ones - a great map is balanced (i.e. fair for all players with all tribes on all starting position), not too big, not too small, not too protected. A random map is usually only fun to play when you play alone against the computer. ![]() ![]() |
Tibor Topic Opener |
Posted at:
2014-02-28, 20:01 UTC+1.0
Random does not mean unbalanced!
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SirVer |
Posted at:
2014-03-01, 12:51 UTC+1.0
I sounds really interesting. Let see that the bug that sets resources is resolved quickly. Could you also make your map creating code available somewhere? I'd really like to take a look at it. ![]() ![]() |
Tibor Topic Opener |
Posted at:
2014-03-01, 18:54 UTC+1.0
The code is here: This is code used for "Mountain Lake" map. import_coordinates_2.txt file is a file with heights - output of my other script that generates the random (fractal) landscape. It is spagheti code for my own use only, whenever I have any idea I rework it, or copy to new file and modify... (Heck, I just found an error on line 355, should be "while" not "if", now I understand why I had visible vertical delves/lines on x=0
Edited:
2014-03-01, 19:03 UTC+1.0
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SirVer |
Posted at:
2014-03-03, 06:33 UTC+1.0
I am more interested in the fractal based generation code than in the boilerplate to get it into Widelands. After all, this is where the juicy maps are generated from, right? ![]() ![]() |