Island/Continent Based Map?

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Re: Island/Continent Based Map?

Postby Agarrett » Wed Nov 11, 2009 4:19 am

Are you positive they can't use one of your maps? It is amazing and would be awesome if you let them use it.
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Re: Island/Continent Based Map?

Postby Jest » Wed Nov 11, 2009 7:32 am

wow that looks amazing
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Re: Island/Continent Based Map?

Postby CG62 » Wed Nov 11, 2009 7:48 am

To be honest, I think we need one large landmass (the continent), with outlying islands, rather than an archipelago.

I mean, the game's style doesn't really support any kind of overly tropical environments.
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Re: Island/Continent Based Map?

Postby Peter » Wed Nov 11, 2009 8:00 am

Who says archipelagos are tropical?

I have a new height map, but it's giving me some trouble rendering it. However, it does balance open seas, continents, and surrounding islands very well in my opinion. Still needs some tuning, but I've got it working with the terrain selector and it's made some nice maps. It's only giving me trouble when I try to produce 1px->1tile maps.
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Re: Island/Continent Based Map?

Postby Agarrett » Wed Nov 11, 2009 9:18 pm

CG62 wrote:To be honest, I think we need one large landmass (the continent), with outlying islands, rather than an archipelago.

I mean, the game's style doesn't really support any kind of overly tropical environments.


Yeah, is there anyway you can generate a preview that actually looks like a continent with islands around it?
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Re: Island/Continent Based Map?

Postby Peter » Wed Nov 11, 2009 10:05 pm

I'm working on that at the moment. I've run into some technical problems- oddities with the actual renderer, not the terrain generator.

Then some more tweaking here and there, and we should have a series of large, continent-like landmasses, seas and oceans, and a coastline with plenty of inlets, coves, and islands. Plus, lakes inland.

Probably the best way to determine if a lake is freshwater would be to flood-fill bodies of water when generated, and mark each tile in these small bodies as freshwater. Lakes could be generated as a separate terrain type, but they would ignore elevation.
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Re: Island/Continent Based Map?

Postby Agarrett » Wed Nov 11, 2009 10:33 pm

So just to be clear, will you give them one of your maps, give them the generator, or just give them inspiration for their own generator? It would be awesome if you could give them your generator and you would be celebrated across the Haven and Hearth community.
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Re: Island/Continent Based Map?

Postby Jackard » Wed Nov 11, 2009 10:34 pm

to be honest i'd like his generator just so i could play around with it
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Re: Island/Continent Based Map?

Postby loftar » Wed Nov 11, 2009 10:36 pm

I've been trying to make a map from that image, but I have to give up because of the antialiasing and all the extra color mapping I've had to do because of it. It seems I'd have to work all night through to get all those odd colors mapped.

Would it not be possible for you to decrease it even further?

If not, and if you have some idea how they could be automapped, please modify the following Python script that I'm using for the conversion. :)
Code: Select all
#!/usr/bin/python

import os, sys, getopt, gd
import utils, mapio, map, terrain
c = utils.coord
area = utils.area

opts, args = getopt.getopt(sys.argv[1:], "v")
for o, a in opts:
    if o == "-v":
        utils.verbose = True
if len(args) < 5:
    sys.stderr.write("usage: importmap [-v] IMAGE COLORMAP SG-X SG-Y OUTDIR\n")
    sys.exit(1)
srcfile = args[0]
cmfile = args[1]
sgc = c(int(args[2]), int(args[3]))
outdir = args[4]

colormap = {}
cmf = open(cmfile, "r")
try:
    for line in cmf:
        if len(line.strip()) == 0: continue
        if (line.strip())[0] == '#': continue
        trnnm, r, g, b = line.split()
        trn = terrain.byname(trnnm)
        if trn is None:
            sys.stderr.write("importmap: %s: no such terrain\n" % (trnnm,))
            sys.exit(1)
        colormap[(int(r), int(g), int(b))] = trn
finally:
    cmf.close()

map.initmap(terrain.water, sgc)

src = gd.image(srcfile)
sz = c(*src.size())
if sz != map.gensz:
    sys.stderr.write("importmap: %s must be %s, not %s\n" % (srcfile, map.gensz, sz))
    sys.exit(1)
extent = area(c(0, 0), sz)
for sc in extent:
    px = src.getPixel(sc)
    col = (src.red(px), src.green(px), src.blue(px))
    if col not in colormap:
        sys.stderr.write("importmap: unlisted color %s at %s\nmatches:\n" % (col, sc))
        matches = []
        for mcol in colormap:
            d = abs(col[0] - mcol[0]) + abs(col[1] - mcol[1]) + abs(col[2] - mcol[2])
            matches.append((colormap[mcol], d))
        matches.sort(key = lambda m: m[1])
        for trn, d in matches:
            sys.stderr.write("\t%s: %i\n" % (trn.name, d))
        sys.exit(1)
    map.sg.setPixel(sc, colormap[col].sgid)

mapio.writesg(outdir)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Island/Continent Based Map?

Postby Agarrett » Wed Nov 11, 2009 10:37 pm

Jackard wrote:to be honest i'd like his generator just so i could play around with it


I would to, but I'm just hoping that he will give it to the loftar and jorb, let alone give it away to the general public.
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