Dumb question about tile matching

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Dumb question about tile matching

Postby _Gunnar » Thu Nov 05, 2015 5:57 pm

So, I'm writing my own mapmaking program since I have some compatibility issues with the wonderful ones you have all made (lol, mac).

How are you guys matching tiles between sessions (in an automated way)?

Its easy to compare tiles and set some similarity threshold, but I'm finding that full deep water tiles give you false matches doing this. I could exclude them, since they are all the same, but it doesn't seem very elegant...
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Re: Dumb question about tile matching

Postby shubla » Thu Nov 05, 2015 7:10 pm

_Gunnar wrote:So, I'm writing my own mapmaking program since I have some compatibility issues with the wonderful ones you have all made (lol, mac).

How are you guys matching tiles between sessions (in an automated way)?

Its easy to compare tiles and set some similarity threshold, but I'm finding that full deep water tiles give you false matches doing this. I could exclude them, since they are all the same, but it doesn't seem very elegant...

I think theres 1 session folder. It will find location of one map tile on that session from your already made map. And then merge all others from that session depending what are their locations like tile_0,0 tile_0,1 tile 0,2 and so on if you undrstand
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Re: Dumb question about tile matching

Postby Prodark » Thu Nov 05, 2015 7:14 pm

You might want to take a look at Bdew's Matching algorithm which is based on Hashes generated from the Tiles. There's also a list of bad Hashes (eg. Complete Water-Tiles) to filter out some bad Tiles.

See here : https://github.com/bdew-hnh/hafen-client/commit/5500d406b4eec420a1423dfa4fda87beea573233
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Re: Dumb question about tile matching

Postby _Gunnar » Thu Nov 05, 2015 7:50 pm

Thanks Prodark, hash function is a great idea to cut down on time finding matches.

@shubla that bit is kindof obvious, its the automated finding of matches in a computationally efficient way that is what i meant (and answered by Prodark)
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