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Search: Posts Made By: paradoxharbinger
Forum: Scenarios, Maps and Mods November 5th, 2007, 08:42 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

terrain types (plains, farms and such) are coming along. still a few quirks to work out, but the groundwork is done. here's a new screen:
...
Forum: Scenarios, Maps and Mods October 27th, 2007, 07:31 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

so, finally been working on some graphical stuff, as i think i am fairly satisfied with the landmass generation algorithm. now, one of the nice things about c# is that it has a fairly good graphics...
Forum: Scenarios, Maps and Mods October 12th, 2007, 07:24 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

ok, land percentage can be closely specified, close enough that no one ought to be able to tell the difference anyway. you can also specify whether the generator should try and put water or land in...
Forum: Scenarios, Maps and Mods September 8th, 2007, 11:38 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

work is progressing, i have something now that allows for the overall land percentage to be more or less specified. i have to run some tests to figure out a few constants in my algorithms, but things...
Forum: Scenarios, Maps and Mods August 22nd, 2007, 06:10 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

i think if you scale your old values in proportion to how you scaled the zoom that will set you up. if not, i can start messing around with the old mapgen a bit to figure it out.
Forum: Scenarios, Maps and Mods August 22nd, 2007, 03:50 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

yeah, zoom is a little odd. if i remember correctly, this is approximately how it works: imagine you are standing over a map, looking down at it, zoom determines how close your face is to the map. it...
Forum: Scenarios, Maps and Mods August 19th, 2007, 08:57 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

once again, i must apologize for my extended absence (getting kind of old, huh?).

i hope that all of you are not too annoyed with me, when i started this project, it was meant to be a way for me...
Forum: Scenarios, Maps and Mods July 13th, 2007, 10:31 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: quicky update

here is the first half of my second attempt, the skeletons of the islands. imagine if you will the red lines being at the center of the particular bits of land.
Forum: Scenarios, Maps and Mods July 7th, 2007, 10:58 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
quicky update

just a quick note.

sorry for lack of promised update, had a lot of familial health issues this month.

anyway, as a bit of compensation, i've attached a pick of my first crack at an island...
Forum: Scenarios, Maps and Mods June 5th, 2007, 06:03 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: sprites coming soon

i'd deeply appreciate a zip with the map sprites in it.
Forum: Scenarios, Maps and Mods June 5th, 2007, 03:49 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
sprites coming soon

Kristoffer O has kindly supplied a zip file for all of the sprites in the game, so i will hopefully be able to have a quicky update out sometime soon that will have the sprites put in, as well as a...
Forum: Scenarios, Maps and Mods May 18th, 2007, 02:06 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

well, been a while since i posted, here's a quick update on goings-ons. im creating a gui in c# so that for those uninterested in such things, scripting will become uneccessary. i believe it was ich...
Forum: Scenarios, Maps and Mods April 30th, 2007, 12:03 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

oh, my bad that got screwed up, should say reloaded, not used to having to avoid the goofy pad thing on laptops.
Forum: Scenarios, Maps and Mods April 29th, 2007, 10:25 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

@gandalf

well the seeds can be loaded and the options can be changed via the scripts, if that's what your getting at.
Forum: Scenarios, Maps and Mods April 29th, 2007, 12:03 AM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

@ gandalf

the sedds arent recorded in the map file, that would be the .sds file i believe, its been so long i forge the extension. i also forget whether i actually implemented the bit that would...
Forum: Scenarios, Maps and Mods April 16th, 2007, 02:09 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

one thing ive spotted is that you dont have semi-colons (;) after your command, that might throw it off. the scripting isnt very robust as far as error checking goes, so it's best to follw the rules...
Forum: Scenarios, Maps and Mods April 16th, 2007, 12:15 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

odd... could you attach a zip with all of the output please?

the version number may just be that i forgot to change an output line, that's no biggy. you're using th most recent right?

as far as...
Forum: Scenarios, Maps and Mods April 5th, 2007, 09:53 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

just wanted to post a little demo of the river algorithm im working on
Forum: Scenarios, Maps and Mods March 31st, 2007, 03:45 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

hmmm... never thought about it like that.
Forum: Scenarios, Maps and Mods March 30th, 2007, 10:26 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

actually i think the game just gets the closest point. otherwise youd have to calculate the voronoi every time the map is loaded and store all the vertexes in addition to the province centers.
Forum: Scenarios, Maps and Mods March 30th, 2007, 02:04 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

@ich

oh there are plenty of links to applets and half assed descriptions of how to do it, but go looking for a detailed description and all i've ever gotten is cryptic source code, if that

i...
Forum: Scenarios, Maps and Mods March 29th, 2007, 10:42 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

hmmm... maybe i am doing the voronoi calculation wrong. the tringulation is delaunay, other triangles were removed from around the edges, so the borders do not appear so, but they are. i thought that...
Forum: Scenarios, Maps and Mods March 29th, 2007, 06:07 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

aight, i put together a crude demo of what i'm going for, check the attachment
Forum: Scenarios, Maps and Mods March 29th, 2007, 03:45 PM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

perhaps i should not have posted that pic. it was mostly just a demo for setting up wrapping maps in general. the main challenge with the wrapping maps is that you have to make sure that they will...
Forum: Scenarios, Maps and Mods March 29th, 2007, 03:37 AM
Replies: 196
Views: 38,772
Posted By paradoxharbinger
Re: new map generator

just wanted to give you all a quick update

one of the major hurdles for the next release has been leaped: generating a wrapping mesh, which i've attached a sample of. the image is a mesh tiled...
Showing results 1 to 25 of 107

 
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