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October 10th, 2004, 01:07 AM
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Re: DomMap - new Version
If anyone wants to suggest a better color set feel free to while we are still fairly un-distributed. The colors are mostly my fault.
On the examples:
http://www.dom2minions.com/~dominion...ojects/DomMap/
by setting them all to the same random "seed" of 7 it allowed me to run the same map with different switches. While doing that I realized that one neat thing someone might do is a dark and light map. Such as, on the map I did there are two continents. Run it with no coloration of water and a set water color. Once lightened, and once darkened. Then cut-n-paste one continent from each run onto one map. Could be a neat effect.
Now that we are released I will try to get around to changing the nightly maps run to use the new program. Maybe I will have each size do it partially to slide into it.
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October 11th, 2004, 09:09 AM
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Re: DomMap - new Version
IMO this thread deserves to be stickied.
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October 11th, 2004, 10:56 AM
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Re: DomMap - new Version
Quote:
Nagot Gick Fel said:
IMO this thread deserves to be stickied.
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Don't we have enough stickies already? IMO, a better solution is to add a link to the thread in Zen's links sticky, especially since there already is a mapping section in that post.
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October 11th, 2004, 12:37 PM
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Re: DomMap - new Version
Gandalf, might I suggest 0xb43c00 for the land border color? It corresponds to Red 180, Green 60, blue 0, and is a nice reddish color, close to red brick. It wouldn't be quite as painfully bright as the current red border, but it will be clearly visible. If the borders can be set to be discrete (no color diffusion toward the edges, or is that just the effect of saving the files to jpg?), it will do the job wonderfully.
Edi
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October 11th, 2004, 01:19 PM
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Re: DomMap - new Version
Quote:
Edi said:
Gandalf, might I suggest 0xb43c00 for the land border color? It corresponds to Red 180, Green 60, blue 0, and is a nice reddish color, close to red brick. It wouldn't be quite as painfully bright as the current red border, but it will be clearly visible.
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Thanks. that maximum red was the original setting and I kept meaning to soften it. The MapEditor has a preference for red borders. I did do some experimentation to get a watery border which was better but still has enough red for the editor (I think, I havent tested it).
Of course anyone who wants to download/play with the program now can use the switch of -c_land_border 0xb43c00 to override that red. But I think you are probably correct that the default should be something along the line of what you said.
How about swamp? I wanted to get it abit more sick-green and easier to tell apart from the plains and farmlands.
Quote:
If the borders can be set to be discrete (no color diffusion toward the edges, or is that just the effect of saving the files to jpg?), it will do the job wonderfully.
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Thats the JPG effect.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 11th, 2004, 01:21 PM
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Re: DomMap - new Version
Quote:
Gandalf Parker said:
Quote:
Edi said:
Gandalf, might I suggest 0xb43c00 for the land border color? It corresponds to Red 180, Green 60, blue 0, and is a nice reddish color, close to red brick. It wouldn't be quite as painfully bright as the current red border, but it will be clearly visible.
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Thanks. that maximum red was the original setting and I kept meaning to soften it. The MapEditor has a preference for red borders. I did do some experimentation to get a watery border which was better but still has enough red for the editor (I think, I havent tested it).
Of course anyone who wants to download/play with the program now can use the switch of -c_land_border 0xb43c00 that Leif put in to override that red. But I think you are probably correct that the default should be something along the line of what you said.
How about swamp? I wanted to get it abit more sick-green and easier to tell apart from the plains and farmlands.
Quote:
If the borders can be set to be discrete (no color diffusion toward the edges, or is that just the effect of saving the files to jpg?), it will do the job wonderfully.
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Thats the JPG effect.
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__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 11th, 2004, 01:25 PM
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Re: DomMap - new Version
Quote:
Edi said:
Gandalf, might I suggest 0xb43c00 for the land border color? It corresponds to Red 180, Green 60, blue 0, and is a nice reddish color, close to red brick. It wouldn't be quite as painfully bright as the current red border, but it will be clearly visible. If the borders can be set to be discrete (no color diffusion toward the edges, or is that just the effect of saving the files to jpg?), it will do the job wonderfully.
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I'll leave it to Gandalf to comment on your border color suggestion, but I will just mention that you can override the default land border color with the -c_land_border switch (though that won't help you if you want to download maps from Gandalf's site.)
Edit: Doh! In the time it took me to make my reply, Gandalf already replied twice!
The random maps do not diffuse the border colors at all - if you open the .tga files, you can verify that. But Dom2 itself seems to apply a slight blur or perhaps antialiasing to the maps.
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October 11th, 2004, 01:46 PM
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Re: DomMap - new Version
Quote:
Arryn said:
Don't we have enough stickies already? IMO, a better solution is to add a link to the thread in Zen's links sticky, especially since there already is a mapping section in that post.
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That would be fine.
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October 11th, 2004, 02:04 PM
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Re: DomMap - new Version
I'll play around with GIMP and try to find a suitable swamp color. I kind of like the gray-green colors that can be found in the Faerun map's swamps, so I'll see if one of those fits the bill.
Edi
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October 11th, 2004, 02:44 PM
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Shrapnel Fanatic
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Re: DomMap - new Version
Quote:
Edi said:
I'll play around with GIMP and try to find a suitable swamp color. I kind of like the gray-green colors that can be found in the Faerun map's swamps, so I'll see if one of those fits the bill.
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Good. Im not a good choice for colors. My eyes, and my giant monitor that I wont give up, are both getting weak. Feel free to recommend better greens and browns for my site also. Im getting jokes about it.
I was debating that I should probably pull up Kristoffers latest map and pull the colors out of that. As a general default on map colors that would seem to be a good source.
I wonder if anyone will play with the color switches and do a lava map, or a desert map, or arctic, jungles, etc etc. Hmmm if I choose dark cave colors and set the impassable switch to maximum I could get a cave layer. Ohh Ohh do a width 2000 and heigth 500 with colors of blues and whites, another 2000x500 of greens and ocean, and a Last with cave colors and a maze, then paste them together into one 3 level map. I know there are already a couple like that but I like the idea.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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