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October 26th, 2002, 04:34 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
Thanks: 7
Thanked 44 Times in 28 Posts
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Re: Map Creation
Quote:
Originally posted by dummy:
you said: Basically when you create the tiles 'you' decide what your 'edge' connections look like and then assign a number to it.
How do I do this? Where in the documentation does it explain how this is done?
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Ok, here goes the real simple Version,.. I'm gonna make the decisions for you since you are having trouble grasping the idea of 'Connections'.
Connection Type '0' = open edge, no corridores like the wilderness map. (apply this number to all edges that have no corridores NSEW!)
Connection Type '1' = One corridore exiting the edge of the tile. (apply this number to all edges that have just one corridore NSEW!)
Connection Type '2' = Two corridores exiting the edge of the tile. (apply this number to all edges that have two corridores NSEW!)
Connection Type '3' = Three corridores exiting the edge of the tile. (apply this number to all edges that have three corridores NSEW!)
Connection Type '4' = Four corridores exiting the edge of the tile. (apply this number to all edges that have four corridores NSEW!) BTW: having 4 corridores exiting each edge will be a bit crowded. So I'll stop at 4,..
Connection Type '5' = One 3 tile wide corridore exiting the edge of the tile. (apply this number to all edges that have just one 3 tile wide corridore NSEW!)...add infinity,... This is what is meant by 'you the maker decides'
In the above example, if you had a tile with 1 corridore to the north, 2 to the west, 3 to the east and 4 to the south,...
Connection Type N :1
Connection Type S :4
Connection Type E :3
Connection Type W :2
Make sure that when you draw the tile, that the exits correspond to this, and remember that you also have to have tiles that 'match' these on the reverse side..
Connection Type N :4
Connection Type S :1
Connection Type E :2
Connection Type W :3
How do I "insert" the tile int the txt.file? Where do I insert it, at the begining, end, or middle?
ever hear of cut and paste? and it makes no difference where in the file you place them, as long as the new tile is placed before, in-between' or after an existing tile. Personally, I prefer to add the new tiles to the end of the file, it's easier that way.
How do I create an entirely new module just using the tiles I have created?
IMHO it would be best to add to an existing file, then if you so choose, delete the old tiles within the file. (this would be a simple matter if you added the new tiles to the end of the file!)
I hope this info has given you a bit more insite into the workings of the tiles.
Cheers!
[ October 26, 2002, 12:05: Message edited by: David Gervais ]
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October 26th, 2002, 07:29 PM
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Private
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Join Date: Aug 2002
Posts: 20
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Re: Map Creation
Thank you again for your time and patience!
So if I understand this, each tile I create will be differentiated in terms of generation within the map based on the type of exits I identify the tile to have- right?
Then, for each tile, I must identify the number of NSEW connectors exsist- the map generator already knows which pieces can connect to th other pieces and where, it just needs to know how many to look for- or at least something to that effect...
Do you know if there is a way, or how to, set it up so that a "transport" sqquare transports the character within the map, but not to another map?
Like the town-temple teleport- i was wondering if it would be possible to do a temple-temple (same map) transport?
Thanks a heap!
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October 26th, 2002, 08:48 PM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
Thanks: 7
Thanked 44 Times in 28 Posts
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Re: Map Creation
Quote:
Originally posted by dummy:
So if I understand this, each tile I create will be differentiated in terms of generation within the map based on the type of exits I identify the tile to have- right?
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Right on, now you're getting it.
Quote:
Then, for each tile, I must identify the number of NSEW connectors exsist- the map generator already knows which pieces can connect to th other pieces and where, it just needs to know how many to look for- or at least something to that effect...
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Actually the map gets the connection info directly from the 'Connection Type' lines in the tile description. If you forget to set them when you insert them into the file, the map generator will give an error.
Quote:
Do you know if there is a way, or how to, set it up so that a "transport" sqquare transports the character within the map, but not to another map?
Like the town-temple teleport- i was wondering if it would be possible to do a temple-temple (same map) transport?
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Hmmm, I'm not sure about that one, hopefully someone else will be able to help you on that.
Have a Great Day.
[ October 26, 2002, 19:49: Message edited by: David Gervais ]
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