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Re: can you speak C? fractal terrain? vga? tga?
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I understand the elevation reference. Whats the "shadow map" reference? Possibly something like the effect we got from using the "bumps" filter? A bit of texturizing so that the color-by-elevation was more landscapey and less smooth? (I havent played with it yet to see) This is turning out SO nice compared to what I found in all my hunts for a random generator, that it might want to be used outside of the Dom2 community. Would it be hard to add a switch to turn off the dominion items such as capitals and borders? |
Re: can you speak C? fractal terrain? vga? tga?
Hmmm the default border color for the water provinces should probably be changed. The MapEdit tool uses red borders to find provinces. I asked and Johan says that he thinks its any color where both gg and bb are below the setting of rr. So we should be able to use red for land provinces and something like a pinkish purple for water which would look pretty good.
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Re: can you speak C? fractal terrain? vga? tga?
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Pretty much, yes. Quote:
To allow for more dramatic shading/brightening, I added an additional "shadows map" which is also used to shade the colours. By changing the factors for the elevation and the shadow shading and brightening, you can change from a very subtle to a more dramatic (but less natural) shading. Quote:
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Re: can you speak C? fractal terrain? vga? tga?
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Re: can you speak C? fractal terrain? vga? tga?
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Re: can you speak C? fractal terrain? vga? tga?
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Re: can you speak C? fractal terrain? vga? tga?
Hmmm I seem to be having problems getting the border to change. There were two places in the code for the border colors. Is the variable changing both?
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Re: can you speak C? fractal terrain? vga? tga?
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here is some of the code PRIOR to the Last change when you made the colors into command-line variables. <font class="small">Code:</font><hr /><pre> static long BORDER_COLOR_A = 0xFF0000; static long BORDER_COLOR_B = 0xFF0000; static long CAPITAL_COLOR = 0xFFFFFF; /* * Colors for each type of terrain. */ static long color_map[] = { 0x32CD32, /* PLAINS DEFAULT Lime Green was C58F54 misnammed WATER */ 0x4682B4, /* WATER was 4E7283 now Steel Blue */ 0x5B4524, /* MOUNTAIN */ 0x7CFC00, /* FARMLAND was 0xC8BE51 now LawnGreen */ 0x228B22, /* FOREST was 0x708841 now Forest Green */ 0x20B2AA, /* SWAMP was 34969F now Light Sea Green */ 0x808080, /* TUNDRA was C4B0A4 now Gray */ 0xBC8F8F, /* WASTELAND was AD9374 now Rosey Brown */ 0xFF0000, /* BORDER1 was C3572C now Red */ 0xFF0000, /* BORDER2 was 2C87C3 now Orange */ 0xFFFFFF /* CAPITAL do NOT change this one */ }; </pre><hr /> I dont read C very well. Looking at your new code I can kindof follow what happened with the color_map variables. But I dont see where the things like "static long BORDER_COLOR_A" went to. Is this maybe why I cant seem to get the border colors to accept? |
Re: can you speak C? fractal terrain? vga? tga?
Hmm. It works for me. Are you sure you're using the latest code? Except that the land and sea colours are reversed, there doesn't seem to be a problem in setting them from the command line.
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