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FADE Online http://miragesource.net/forums/viewtopic.php?f=222&t=9854 |
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Author: | Matt [ Mon May 28, 2012 7:34 pm ] |
Post subject: | FADE Online |
Yupp, I'm still workin' on this. Underwent massive work, numerous restarts on the in game content, but I've laid out a solid plan for actually getting this done, now. Not much for maps done as of right now, so I see no point in posting screenshots atm. I'm looking for people to help me map out the ingame world, based on a guide from a world map that Max/Egon drew up for me. It's 194 maps and each map has to be a certain size. However, when doing something to make linking the maps go faster, I broke the map properties window. Lol. Should be an easy fix, I just need to stop being lazy and get in the zone for it. http://www.mrperfekt.com/fadeonline Feel free to join the forums. If you're interested in helping out, let me know! Starting town (Un Named, plan to let players vote on the name): World map: Starting area mapping grid: |
Author: | William [ Mon May 28, 2012 7:55 pm ] |
Post subject: | Re: FADE Online |
Oh dear god. I thought the entire world was going to be 194 maps. But thats only the starting area, thats enormous. How would it work if someone was going to map for you. Whats the minimum amount of maps the person would have to make to be allowed to map on your game? |
Author: | Matt [ Mon May 28, 2012 7:56 pm ] |
Post subject: | Re: FADE Online |
At this point, any. Lol. I'm just laying the base things, like grass in the green areas, no trees or anything yet. No cliffs, mountains. Most detail used is in the coastal maps. |
Author: | Matt [ Mon May 28, 2012 7:57 pm ] |
Post subject: | Re: FADE Online |
I did make a town, though. I got bored. Haha. |
Author: | William [ Mon May 28, 2012 8:03 pm ] |
Post subject: | Re: FADE Online |
Can you share the client here for easy access? Not making any promises but I would like to check it out. |
Author: | Matt [ Mon May 28, 2012 8:06 pm ] |
Post subject: | Re: FADE Online |
I dunno about publicly sharing it. Lol. But I can send you a PM with the link. You'll have to login so I can give you access, too. |
Author: | JokeofWeek [ Mon May 28, 2012 8:31 pm ] |
Post subject: | Re: FADE Online |
You could always make some script to randomly generate at some basic wilderness maps for you? I think this would save you a ton of time, and depending on how much you work at the script, could produce awesome results. Procedurally generated content is suh-weet. |
Author: | William [ Mon May 28, 2012 8:37 pm ] |
Post subject: | Re: FADE Online |
Thats a really good idea. Button in mapeditor: Code: for x = 0 to MAX_MAPX for y = 0 to MAX_MAPY if randomnumber(1,10) = 1 then Map(mapnum).Ground = 'put a selected bush tile here. end if next y next x Code: ' Random Function Public Function RandomNumber(ByVal LowerBound As Variant, ByVal UpperBound As Variant) As Single Randomize Timer RandomNumber = Int((UpperBound - LowerBound + 1) * Rnd + LowerBound) End Function Something simple like that could work. On another note, it's pretty hard to help with the mapping when I dont know the sizes of the maps. Are all going to have the same size as the first town map? |
Author: | Matt [ Mon May 28, 2012 8:49 pm ] |
Post subject: | Re: FADE Online |
When you open the map properties, just click the Size button next to where you set the max x and y of the map. |
Author: | Matt [ Mon May 28, 2012 8:49 pm ] |
Post subject: | Re: FADE Online |
JokeofWeek wrote: You could always make some script to randomly generate at some basic wilderness maps for you? I think this would save you a ton of time, and depending on how much you work at the script, could produce awesome results. Procedurally generated content is suh-weet. It would work for some maps, but not all. I want it exactly like it is on the world map. That's what makes it a pain in the ass. Lol. |
Author: | JokeofWeek [ Mon May 28, 2012 8:52 pm ] |
Post subject: | Re: FADE Online |
Well, since Mirage had more or less dissappeared I had gotten into the roguelike development world, where procedural generation is almost always used. This is a great starting point: Procedural Content Generation Wiki Although the game won't be using procedural generation in the traditional sense (regenerated each time), almost all the techniques can still be used. The RogueBasin wiki has a ton of awesome tutorials on doing things like generating caves, wilderness, etc. Automated mapping ftw <3 You could set some particular constraints for certain map types. At the very least, it would avoid you having to do the tedious work like placing trees. |
Author: | Matt [ Mon May 28, 2012 9:01 pm ] |
Post subject: | Re: FADE Online |
I don't mind placing trees and shit. After I get the base maps laid out, I'll actually enjoy the mapping. Lol. |
Author: | William [ Thu May 31, 2012 4:01 pm ] |
Post subject: | Re: FADE Online |
Setting up the grid is a really boring job. Doing the actual mapping is alright though. |
Author: | Matt [ Mon Jun 04, 2012 5:50 pm ] |
Post subject: | Re: FADE Online |
I just get bored running through and linking maps. Lol. |
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