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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Wed May 24, 2006 11:06 pm Post subject: mapGen : Random Map Generator |
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MapGEN v0.1.4 Alpha
-------README-------
v0.1.4 Update
Output pngs now 92 colour and should load correctly with WA.
Fort sections can now be randomised slightly, although most of the graphics have not been completed or upgraded to support this.
Shows 'Generating...' while, well, generating.
Fixed bug that caused both auto and manual to be selected after reset was pressed.
Added graphics and start of code for Walk for Weapons mode.
Status at v.0.1.3
Current features:
Will generate Bow n Arrow maps correctly with a choice of graphics themes.
Will partially generate Fort maps.
Will generate very bad roper maps.
Known 'bugs'
Shopper only produces blank results.
'Automatic' setting doesnt actually do anything other than disable controls.
Roper generation is incomplete.
Fort maps graphics not complete.
Output PNG's are truecolor and not loadable by WA (must be re-saved at present).
Download MapGEN v0.1.4 Alpha
------first post below------
Ok, thought I'd start a new public topic.
I've started work on a new tool for the Worming community called mapGen.
Essentually, the plan is to have a program capable of randomly generating terrains for all of the main scheme types.
Below is a screenie of it as it stands:
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Last edited by Plutonic on Fri Jun 23, 2006 4:17 pm; edited 8 times in total |
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NoVa WCC SpaMMeR!
Joined: 02 Nov 2005 Posts: 739
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Posted: Wed May 24, 2006 11:25 pm Post subject: |
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sexeh _________________
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StaTich
Joined: 02 Mar 2006 Posts: 181 Location: Romania
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Posted: Thu May 25, 2006 1:46 pm Post subject: |
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cool idea, keep it up. _________________
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Thu May 25, 2006 8:45 pm Post subject: |
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ok, I have solved a few bugs... or at least found work arounds
The basic BnA algorithm has been updated to force the points to want to spread out a bit:
And have added a settings bit to the menu so the game knows the default path to place new maps in.. although not actually coded that yet
Bunny, need those images if u got em,
weeej Added after 5 hours 53 minutes: ok, its that time of the night again for a quick progress update.
Fully skinned.
Preview images correctly displayed.
Switch BG colour in preview between black and white.
BnA: object selection, and algorithm selection, number of objects changable. _________________
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Evil Bunny
Joined: 05 Feb 2005 Posts: 128 Location: at the Y.M.C.A
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Posted: Fri May 26, 2006 3:00 pm Post subject: |
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oh, yes, sry plut, i'll mail 'm right away _________________ (\__/)
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Sat May 27, 2006 1:33 am Post subject: |
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cool, i used a load of em for a balls catagory. rotated the rugby balls a couple of times to make a rugby set, used the planet earth as part of a space set and made a load of smilies as a set too Next im going to have fruit.
There is a nasty problem with the png output not being accepted by WA so I have emailed DC to see if he'll give me his PNG converter stuff...
Once thats done I will finish up the BnA algorithms and move on to forts... should be interesting _________________
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Evil Bunny
Joined: 05 Feb 2005 Posts: 128 Location: at the Y.M.C.A
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Posted: Sat May 27, 2006 9:53 am Post subject: |
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forts... that's gonna be harder i think. How would you have it build a half-decent fort? Like the pictures wwp uses? Or real fort maps with hides and pipes and such?
If i got some time i'll see about pics for other themes. Will probably be tomorrow. _________________ (\__/)
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Sat May 27, 2006 12:45 pm Post subject: |
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proper forts, generated from scratch we'll see Added after 14 minutes: preferably no more circles :p _________________
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Evil Bunny
Joined: 05 Feb 2005 Posts: 128 Location: at the Y.M.C.A
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Posted: Sun May 28, 2006 10:54 am Post subject: |
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Ok, i got an idea for fort alg.
It starts with 6 areas. Top, middle bottom, of left and right side. Something like this:
__ __
|__|__|
|__|__|
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Each area has a few versions. For exmple the bottom right can be like:
_|
_|
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or
,-----"
\__
____|
You get the point. Anyway you'll need different types of shapes which can interconnect with al lof it's neighbours.
Now we got a basic shape. Lets say all 6 areas have 5 variations. That's already a good lot of variations. Ofcourse a crude map like that isn't workable so inside each shape we can build some more random shapes.
===========
i'm making an example pic now to explain better, i'll post it later. _________________ (\__/)
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Sun May 28, 2006 10:59 am Post subject: |
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actually thats pretty much what I was going to do but with more segments. _________________
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Bloopy
Joined: 25 Mar 2006 Posts: 16 Location: New Zealand
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Posted: Fri Jun 02, 2006 10:31 am Post subject: |
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Looks awesome so far! Have you talked to X101 about his RR-Gen algorithm? It's rather good.
I've thought about random Battle Race maps before, but I dunno if it would work very well. You'd have to make 100s of little sections that all connect together, and you wouldn't wanna make them too hard or people would get sick of getting stuck at the same bits all the time. They might get bored of the maps anyway.
Plutonic wrote: |
There is a nasty problem with the png output not being accepted by WA so I have emailed DC to see if he'll give me his PNG converter stuff... |
Are you making 8-bit PNGs with 115? colours or so? And are you able to post one of them so we can have a look and see what's wrong with it? _________________ ~_~ |
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Fri Jun 02, 2006 1:36 pm Post subject: |
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im using GD, its just seems to pallette it wrong, if you load it up its 92 color which is fine, but still seems to be 32-bit.... sigh. The palletting is also just shit. It gives 92 colours, of which 60 of them are white. lol. So untill I find DC or a good alternative I'm just working with truecolour. Heres an example of a fort (almost done now!!!!)
I will email X101 if my attempt just fails. From what I can tell, his map uses a random stepping algorithm, which is all fine and good but it wont provide anything interesting, all the parts are the same width and there are no water drops last i looked.
I think I'm going to use an quad-tree algoritm that will randomly choose to refine a section or not, which will give different widths. Might have it for each section either randomly step or pick a manually drawn piece. Havent started looking at it yet so....
As for BR.... I REALY want to make it... but you are right, its going to be REALY hard, alot of storage too unless we simly go for the classic 2-bit BIT file style. Bunny is already complaining about the size with the forts.
Maybe I will make it so that you install the ability to do different schemes separatly as dll's or something. That way they can choose to ignore types they don't like...
hmmmmm... who knows.. back to work!!! _________________
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Evil Bunny
Joined: 05 Feb 2005 Posts: 128 Location: at the Y.M.C.A
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Posted: Fri Jun 02, 2006 3:47 pm Post subject: |
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Well here's the thing plut, i dont mind 2mb files, but consider you're not half way there with yer forts. And since yer planning on several more games you'll be facing major files. Maybe seperating gametypes would be easyest?
I think you build in a fundamental flaw by starting off with any colour in yer images. Palettes are a bitch and they'll look awfull if you dont consider 'm on forhand. Trust me, i faced this on the shopgen. _________________ (\__/)
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Plutonic Site Admin
Joined: 03 Feb 2005 Posts: 882 Location: Bed
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Posted: Fri Jun 02, 2006 4:08 pm Post subject: |
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im not too worried about pallettes right now as you can only have 6 tiles at a time showing, as long as each only uses what... 30 colours it will be ok. For things like BR and shopper its a much bigger issue. Added after 36 minutes: Ok, im going thru all the images converting 2 colour to actuall 2-bit images, saves up about 100 bytes per image.
And all the true-colour ones down to as small as they go without looking like shit. so some are at 5 colour and some up to about 40. makes em alot em smaller though! _________________
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PigL3t WCC SpaMMeR!
Joined: 03 Feb 2005 Posts: 2491 Location: DM for life
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Posted: Fri Jun 02, 2006 8:58 pm Post subject: |
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Plutonic wrote: |
[...]his map uses a random stepping algorithm [...]
I think I'm going to use an quad-tree algoritm that will randomly choose to refine a section or not, which will give different widths.[...] |
damn... i wish i werent such a b0on and understood at least a bit of what u just said and in school i always thought u dont need this kinda math in real life. ha.
nice work m8, and im really looking 4ward to see it in action. too bad i cant help, due to my lack of skills. _________________
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