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» SmaugMuds.org » Codebases » AFKMud Support & Development » Wilderness
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Wilderness
< Newer Topic :: Older Topic > Approches to the wilderness

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Post is unread #1 May 6, 2002, 6:57 am
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Stillwater

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You have a blank slate... Sort of the creation story...

Here are some of the assumptions I have made about the wilderness. It is an area like every other. It could be put together by contenent or by geological environment (desert, mountains, forests.. ect), or it could be one huge area. The shape of the rooms can be all the same or different. I have been on a mud that uses the hex as the standard wilderness room. _/

I have not had a chance to go through any wilderness in the rooms we got with the code base.

Did any of this get build with any tools to make it go quicker or smoother for such large areas?

Any advice for the beginner in making these larger areas?

Thank you in advance for your time.

Stillwater
       
Post is unread #2 May 6, 2002, 11:55 pm
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Samson
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Close. But not quite. The wilderness in our case isn't an area unto itself, at least not technically. It's more or less a single room with special flags for the room and for the people in it. Instead of normal movement and such, you have an overlayed grid system with coordinates that tell the code what part of it to display in your view radius.

Rooms do not have an independent wilderness flag on them, and the entire system is built around knowing what flags the player has set at any given moment.

In order to build them, you need to look at the RGB.txt file as well as the Newcontinent.txt file. These explain how to create new continents. But basically you need a graphical image of something to convert into your terrain data.
       
Post is unread #3 May 7, 2002, 7:51 am
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Stillwater

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thanks... it is so nice to have a place to start!

I have read both documents. The information was pretty good for what to do once you have the map created. Although I have to admit I have never heard of a .RAW file before.

To make my very first continent, lets call it Dealandia, I need to make a map. Not a problem. It is not going to be a huge place. It will have the initial city on it a nice mountain range, a nice desert on the other side of the mountains and some forests and such scattered around. There are 3 areas here. One the initial city. The second the Monastery in the mountains, and the third is the Oasis in the desert.

To make this map I will need to use ASCII characters to represent the different terrain types? Each character representing a corresponding pixel of color? Or do I just do the pixel of color?

I sadly do not have Paintshop Pro. nor the cash to pick something like that up. Is there a freeware or shareware program that would give me the same or similar capabilities? Do you know if any of the Area builders that are listed here: http://mudconnector.com/resources/Mud_Resources:Area_Building.html would be able to help with building this style of Overland?

Also en example. I don?t want the map from your live mud. But once I get a application program to do all this mapping with would anyone be willing to make me up a very small demo map that I could see how to put a map together by? If not that is ok. I just work better and faster with an example.

Again. I really appreciate all the help you folks have been here. It can be a struggle to get people to not talk down to you when you first start a project like this. As a professional programmer I know I can do this. It is just totally different from anything I do for a living. You folks have been very nice and have not flamed people for asking a question. Other places have not managed that same friendly welcome.

So thanks in advance. And this has been a pleasure to learn.

When my owner/admin and I and the rest of the staff finally get something in so we don?t look like a little clone of you we would like to have a mud warming party. I hope you will all be able to pop in even if it is only for a drink at the pub and a dragon burger off the grill. It will still be a bit though.

Take care all,

Stillwater
Head Builder/Assistant Admin
Obsidian Palace
       
Post is unread #4 May 7, 2002, 2:29 pm
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kilroy
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Again. I really appreciate all the help you folks have been here. It can be a struggle to get people to not talk down to you when you first start a project like this. As a professional programmer I know I can do this. It is just totally different from anything I do for a living. You folks have been very nice and have not flamed people for asking a question. Other places have not managed that same friendly welcome.


And I agree - You guys have and are a great help - thanks again

Kilroy
       
Post is unread #5 May 7, 2002, 7:04 pm
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Dwip
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It's worth pointing out that Paintshop Pro is very, very free. Version 7 is available from www.jasc.com, although you might want to pick up Version 4, which you can probably do a google search on and find. If not, post something, and we'll see about putting up a copy somewhere. V4, for the curious, has this great bug in the trial thing where it lets you use it forever. Not sure about 7. Either way, it's a great graphics prog.

As I understand it, from there, you need to create an X by Y bitmap image, and then fill it in with the proper colors (RGB.txt) - might want to do that much in Paint, since PSP sometimes does wierd color fading effects. From there, save the .bmp, open PSP, and convert it to a .raw.

Samson can elaborate on this better than I can, but that ought to get you started, at least.
       
Post is unread #6 May 9, 2002, 2:34 am
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Samson
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That's pretty much on target. PSP4 is a nice little tool, assuming you can still find it. If not, as Dwip says, we can make a link available to it or something. The RGB.txt file explains the process of converting a BMP file to RAW format fairly well, so refer to that for specifics.
       
Post is unread #7 May 9, 2002, 8:55 am
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Stillwater

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Well I downloaded the Try and Buy evaluation version of PSP 7.04. It is a 30 day evaluation period. I seem to recall the price was pretty steep on Tucows, something like $99 after the 30 days. I may have misread. I would be interested in the older version. Especially if it is more straight forward to use.

I have been trying now for 2 days to make a map. I have to admit I am feeling rather stupid at this point with it. I have managed to fill a page with a gradiant color, that is just about it. I can not seem to do anything a 'pixel' at a time.

I think I may be approching this program wrong. Or at least from a bad angle. I know this is a time consuming request. But if anyone has the time and the patience to, could you do a bit of a step by step tutorial on starting a map. I think you can skip thought to the actual placement of a terrain type. That is where I can not seem to get. Unless of course our map is going to be one big block of one color.

Would it be better if I went to the PSP 4? If so can I get a link from one of you fine folks to get it? Actually i'll do that search first and get back to you if I don't find it.

Thanks alot.
       
Post is unread #8 May 9, 2002, 1:07 pm
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Dwip
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I haven't done a map for a while, but as I understand the process, it works something like this:

1. Whip out Paint (yes, crappy Windows Paint). Then go to Image/Attributes, and change the height/width to the size you want your map to be (Ours are 1000 to a side. I don't know if this HAS to be set like this - ask Samson. Or I just checked, and there are values for MAX_X and MAX_Y in overland.h, and your map probably has to conform to these.).

2. Go to work with the colors. The proper RGB values for these are in overland.c under the line "const struct sect_color_type sect_show[] =", but not in RGB.txt or Overland.txt for some reason, although my older copy of Overland.txt seems to have them, so...

Indoors 0, 0, 0 Use this for the black spaces where areas are.
City 255, 128, 64
Fields 141, 215, 1
Forests 0, 108, 47
Hills 140, 102, 54
Mountains 152, 152, 152
Shallow water 89, 242, 251 Use for any water you can swim in.
Deep water 67, 114, 251 Use for lakes and other freshwater that need boats.
Air ------------ Not usable on overland.
Underwater ------------ Not usable on overland.
Deserts 241, 228, 145
Rivers 0, 0, 255
Oceanfloor ------------ Not usable on overland.
Underground ------------ Not usable on overland.
Jungles 70, 149, 52
Swamps 218, 176, 56
Tundra 54, 255, 255
Ice 133, 177, 252
Ocean 0, 0, 128
Lava 245, 37, 29
Seashore/Sand 255, 255, 0
Impass Forest 0, 64, 0
Impass Mntn 128, 128, 128
Quicksand 128, 128, 0
Walls 255, 0, 255
Glaciers 141, 207, 244
Exits 255, 255, 255 Please keep exits to a single pixel each.
Trails 128, 64, 0
Blasted Lands 128, 0, 0
Grasslands 83, 202, 2
Scrublands 123, 197, 112
Barren 192, 192, 192
Bridges 255, 0, 128
Roads 215, 107, 0 Special case sector. Use City for regular roadways.

(Samson used tabs. Bad Samson.)

At this point, you need to just sit down and make the map. Custom color editing in Paint can be done by going to Colors/Edit Colors... and clicking the Define Custom Colors tab. Type in the proper Red/Green/Blue values (don't worry about the Hue/Sat/Lum bit), and off you go. Do every single pixel on the map, although you might want to leave exits for the OLC. When you're done, save it as continentname.bmp, where continentname is the continent name defined in overland.h (I'm following the instructions given by newcontinent.txt here).

3. Now open up PSP. Open your .bmp image. Click save as. Click options, and check that header size is 0 and RGB Order is checked. Save. You should be up and running at this point.
       
Post is unread #9 May 9, 2002, 1:31 pm
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Stillwater

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If I knew where you lived I would be tempted to send you flowers.... thank you very much. I will try this. I was just getting so darn frustrated not being able to do this.

so since i cann't send you flowers in real life.....
@
@ | @
|/
( )
(__)

not the best roses in a vase i've done but you get the idea.

Thanks
       
Post is unread #10 May 9, 2002, 3:32 pm
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Dwip
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glad to help.
       
Post is unread #11 May 10, 2002, 2:05 pm
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Samson
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Heh. Just some small amount of confusion on Dwip's part. That RGB info is available in the areadocs directory of the AFKMud distribution. It however was not in the overland.zip snippet. Minor oversight on my part. It's been corrected now though
       
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