Large image converted to world map in BYOND Discussion
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Okay, I'm still looking for a way of converting a large image (note, if i say imanage, I mean image... I've mistyped it every time now...) into turfs without having to cut it into thousands of 32x32 sections.
Have there been any changes (or has someone come up with a way) to do this?
I'm basically creating a MUD that uses the world travel map similar to the Realm of Arkania games which are ten years out of date. I have a feeling this will be more usefull as a standalone RPG or Rogue game than in a MUD due to travel time but I still want to try it out.
Currently, I'm using an alternative which is to standardize tiles so terrain types never exceed 2x3, thus making a 10x10 desert only require 6 images instead of 100. Not as pretty or detailed, but easier to handle.
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Hmm... I've been grappling with a similar problem. Here's my plan:
1) Take the original map graphic and resize it so 1 pixel = 1 tile (turf). (Just finished this step last night... if you're curious, see the link in the "news" section at Hiawathaland. The bottom half of the picture is kind of interesting.)
2) Overlay it with a grid, with lines at every 11th pixel.
3) Print it out.
4) Copy it into the map editor one 11x11 screen at a time (just like one of those drawing exercises for kids, where you can make a decent copy of a grid-overlaid picture by copying each box's contents individually).
I asked Deadron for his map-saving code because I thought I'd try defining some kind of coordinate data file and build the basic map from that; but my current thought is that the square-by-square method should work fine.
My understanding is that Dantom included the "painter" stuff partly as a way of facilitating things like this, but I think right now it's just a stub for functionality to come later.