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Re: Any interest in a RMG?
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What I'm putting my money on right now is the announced map generator from Snoddasmannen. As I wrote before, I have some code bits and pieces myself, but I lack the time and commitment to come up with a finished end product, so I'd rather code dive into finished work from somebody else. |
Re: Any interest in a RMG?
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Just my opinion, but people seem to like generators that can give them something to work with more than a completely finished product. The map-makers all have some part of the map they feel they can improve on, but not necessarily all of the map. Something along the line of.... "I generated 100 maps. One was a continent surrounded by water with good choke points. So I edited the map to give it decent province names, changed a couple of badly placed provinces, scattered some interesting graphics that fit what was in the province, added a few special story provinces such as the Valley of Dragons and the WereWolf Town. Finally I added Ermor as a forced AI player in a heavily defendable location with a specially designed immortal." |
Re: Any interest in a RMG?
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He also had incorporated requests of mine to include data in the .map output that the map generator "knew" which map modifiers had trouble digging up later. Like this.. -- #37, {1642,82} -- neighbor 32, 49, 65, 879, 897 -- medium -- swamp -- forest and we were working on adding recognition of penninsula, lake, island, etc. Also a breakdown of the bit-code to make it easier for math-incapable people like me to make changes. Altho it was beginning to look like extensive documentation of a map file might be better done as a seperate info file or maybe even a seperate program entirely. Quote:
I tried to get someone to put it up as an official SourceForge project and it probably would have but Johan's announcement that Dom3 would have a generator kindof killed it. Too bad since it was moving in directions that were diffrent than the Dom3 one ended up doing. Quote:
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Re: Any interest in a RMG?
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Though I'm not sure how easy it would be to dive into it, what with no comments, and no programming skill on my part http://forum.shrapnelgames.com/image...ies/tongue.gif Maybe you can drown in it http://forum.shrapnelgames.com/images/smilies/happy.gif I meant to write this RMG because I wanted to contribute to the whole community, so releasing the source seems obvious to me (otherwise, how would maccers and linuxers enjoy this? And what if someone wanted to do something with it after I'm gone?) Re: Gandalf's last post I see what you mean, this is partly why I wanted to make the thing in several pieces, so that you could use only as much of it as you wanted. Re: Gandalf's previous post That's an interesting point, though I was thinking it might take hours (not days) if you plan on making many maps with many options. The reason being that there might be a whole lot of different settings to mess with*, on the generation part and on the image creation part. (as well as the border drawing part, though that's just an on/off thing). Which is also why I wanted to separate the different stages, so that if you find a map you really like from the generator, but don't like the textures used, you could just rerender the map without generating a whole new map, or maybe you don't like how I draw the borders, so you want a borderless version. *-for example, per request, you might be able to: 1) Change the amount of "maps" generated (and by that I mean the precipitation and height map I previously exlained) 2) Change the correlation between each terrain type and maps (so you could decide map3 governs mountains. 3) Change the different thresholds for each terrain type (increase the range of heights that correspond to mountains to make a more hilly map) 4) Change the roughness of each map (for a more "shotgun" look, or a more smooth look) 5) Change the colors of each combination of terrain types 6) Change the textures of each terrain type (like different images for mountains) So if you want a truly varied array of maps, you are going to conjure up a lot of maps. (even if each previously listed example was just a binary choice, you would still end up with 2^6 = 64 maps for each size category.) EDIT: I was writing this while the very latest post from Gandalf wasn't there yet :S EDIT 2: Yeah, I don't remember an announcement from Snoddasmannen either :S |
Re: Any interest in a RMG?
By the way, the reason for the press on .map file rewriters giving data on provinces was so that they would work with scripts like mine for yet another .map re-writer to add things like reasonable province names (woodland names, swamp names, mountain names, island and lake names, etc). Also placement of natives such as rewriting a map to fit a theme such as all mounted nations in plains, or all vampires in towns, or nations of hobbits and flyers and monsters. (things later worked into Ballbarians excellent program)
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Re: Any interest in a RMG?
Adding some metadata to the .map files isn't hard, though any information written could be simply gotten from actually interpreting the .map file (For example, instead of checking "if (province_string.contains_string("wood")" you could just check "if (terrain_mask.to_int() & 128)"
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(Adding custom colors and images for trees and stuff would be easy, and definitely part of the plan.) |
Re: Any interest in a RMG?
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Re: Any interest in a RMG?
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Re: Any interest in a RMG?
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Re: Any interest in a RMG?
Here is the thread on that generator..
New Map Generator And a later thread on my efforts to make the maps available the public. Wrapped Maps Available! Here are some examples from various rmg's: DomMap MapGen wrappable MapGen 1500 provinces wrappable |
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