http://www.byond.com/games/ChrisGayle/GenerateTurfEdges
I promised some time ago that I would release this demo, so here you all go. Basically what it does is remove one of the most tedious task of mapping by doing it for you as soon as the game runs. You lay down tiles, whether water, sand, grass, etc and assign them a turf_weight and voila!
ID:122991
Jan 21 2012, 8:00 am
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#1 Jan 21 2012, 8:01 am
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You only packed the resource file. :P
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#2 Jan 21 2012, 8:03 am
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Whoops :$! Fixed it.
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#3 Jan 21 2012, 8:14 am
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I was waiting for this a long time! Thanks! :D
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#4 Jan 21 2012, 9:05 am
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Good job!
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#5 Jan 21 2012, 9:50 am
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+ rep'ed
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#6 Jan 21 2012, 12:40 pm
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.....forum_account has had this around for a while guys. *animefacepalm@theidiots*
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#7 Jan 21 2012, 12:41 pm
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TheProductions wrote:
I was waiting for this a long time! Thanks! :D I couldn't wait for him to accidentally pack only the resource file either. | |
#8 Jan 21 2012, 1:01 pm
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He fixed it already.
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#9 Jan 21 2012, 3:52 pm
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Very nice, great job :D.
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#10 Jan 22 2012, 5:23 am
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This should be handled in a proc that belongs to the turf. If you make a new turf there's no way to generate the edges for it (or update the edges of nearby turfs) unless you want to call BUILDMAP_add_edges() again and regenerate all edges.
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#11 Jan 22 2012, 5:51 am
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It would also be neat if the program could generate the edge states for you. You provide a black and white icon that shows which pixels should be taken from the source icon (and what alpha value they should have), and the program generates the edge icons for each direction. That way the developer just needs to create the different patterns for how turfs will blend into each other. In the worst case each turf will have its own edge pattern (and you have to create the same number of icons) and in the best case many turfs use the same pattern and this could save you a lot of work.
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I've messed with the implementation you suggested after I read your suggestion and i'll release it as soon as I add a few more fixes to remove some minor side effects like some edges remaining on the map instead of being deleted.
The icon generation aspect I will mess with when I have a little more free time, thanks for the suggestions. :) | |