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October 12th, 2007, 08:53 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: quicky update
Those look cool. Kinda TRON. Keep that look as an option in the final version (you'd have to swap borders and province centers I think).
Keep up the good work, and thanks for the update PB!
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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October 27th, 2007, 07:31 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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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 library (at least for my purposes). what this means for you, is that you get to use textures in the maps. here is an example screen:
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October 27th, 2007, 08:55 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Thanked 403 Times in 176 Posts
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Re: quicky update
Now we're talking.
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October 28th, 2007, 04:37 AM
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Colonel
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Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
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Re: quicky update
Lookin' good ph!
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November 5th, 2007, 08:42 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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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:
* the mossy looking stuff is the texture i used for plains, no other terrain types in there yet, so it's just water, bare land and plains at the moment.
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November 8th, 2007, 07:41 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: quicky update
This is looking really exciting PH. Keep up the good work.
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February 15th, 2013, 06:58 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: new map generator
[NECRO]
another in my effort to provide an ARK for worthy projects while we still can.
ParadoxHarbinger do you plan to migrate this to the new Dom3 forum?
Do you mind if I do it?
Are there updated links to the source code of this project?
What is the DRM of this project?
For anyone that is curious I do have some wrapped maps created with this program. I have not gotten the tiling to work (filling in with images such as mountain and forest) but of course that could always be done manually.
http://www.dom3minions.com/maps.htm
at one time I had planned to add it to the daily automated new-maps feature of the site and run map in all sizes. But using this program tends to involve knowledge of math that HB considers basic and I consider far beyond me.
__________________
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