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Showing results for tags 'mapping'.
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Having played around with Atlas and a post processor/analyzer/converter post Atlas (https://wildfiregames.com/forum/topic/169808-map-making-support-and-conversion-tool-post-atlas/?do=findComment&comment=762301 ) I thought it might be useful to add a few capabilities to Atlas without actually changing it. My initial concern was the difficulty (for my clumsy attempts of editing) to place walls with segments and turrets properly algined and without gaps. Hence, I started defining a tool that replicates the in-game way of placing walls by dragging and connecting rather than placing individual elements. For this the tool would manipulate the Atlas-generated xml-file and hand it afterwards back to atlas for further editing and final touch. Well, implementing this handover in both directions, Atlas --> tool and tool--> Atlas, certainly allows manipulating other simple things in a kind of co-editing mechanism. Important to note: ATLAS is and will remain the primary tool mastering all the map creation complexity. My tool tries to help offering a few workflows only preserving Atlas' role as the master editor. So currently the workflow can be like this: You define a maps basic parameters, game characteristics, player characteristics etc. - either in Atlas or the new tool (in this case with a handover to Atlas). Then Atlas is used to sculpt the terrain and place landscape items. The tool can read the xml file output by Atlas and visualize both in 2D plan view and in simplified 3D what has been placed where and for which player, listing all elements. If desired, a wall or palisade can be drawn like in the game and gates can be added by simple selection of a wall segment. The tool also allows placing entitites of all kinds selected from a list with little images representing what the entity looks like in game. I also allows searching for and replacing entities on the map, e.g. all aleppo pines by oaks. The game's rules where entities can actually be placed are explicitly applied (e.g. no house in the ocean or on a cliff slope). Handover back to Atlas for modification/manipulation finalizing, whatever. If finalized, it is certainly possibly to use post-Atlas tool to verify a map works Oh, and finally, I had to find a name for the tool (used to be "prep-Atlas" similar to "post-Atlas"), but then I thought I should be a bit more creative. With a probably a bit to much creativity enhancer made from grapes, I cam up with this silly story: A character in history used and improved historical maps and related all to the legendary King Atlas of Mauretania, said to have been a geographer and astronomer (potentially related/referring to the Greek mythodologic Titan Atlas). This occured many centuries later (in the 1590s) when the Flemish cartographer Gerard de Kremer (Merchant), latinized Gerardus Mercator, came up with a map collection in a book named "Atlas" referring to that King and/or Titan. Our tool also came much later than the Atlas tool and uses its maps and tries to improve a bit. Strictly speaking the name "Mercator" in this context is not at all related to the 0AD timeframe, but, hey, the game calls a roman trader rightfully "Mercator" as well) So here is another BETA version for people willing to test: README.md mercator-0.11.3.zip CHANGELOG.md
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I know this is less likely to happen in practice, given it would likely require significant engine changes for something many might find too unusual to be worth it. At the same time, especially considering Pyrogenesis can be used for different products and genres including space / scifi, I definitely don't see it as something too wild to consider at all. So yeah, I was thinking about planet maps. Right now a map must be flat, circular though rectangular edges are also supported if I'm not mistaken. Were this idea to happen both custom and random maps would support an additional spherical format: When used the terrain is generated as a sphere rather than a plane. Obviously it could only produce unrealistically small planets you can easily circle around... even so it could be an interesting concept for sure. Such maps could provide both unique mechanics and visuals alike. Mechanically the biggest change is everything warps around, you can attack from different sides which would make the gameplay special. Visually it would also be an unique feat rarely done in an RTS: Apart from having an actual horizon where distant terrain covers while buildings have different inclination (think the effect in Animal Crossing), imagine being able to zoom out and see the whole planet from space! Obviously this would imply big changes to scrolling and movement: The camera would work differently as it pivots around the center point of the sphere, moving the view would also rotate it. All unit / building models will need to point toward the center of the sphere, otherwise just be aligned too the spherical surface and that should be it... not sure if pathfinding would have bigger issues getting adapted. Daytime and atmosphere would be a trickier one since we don't even have a dynamic day / night cycle for existing maps (although I think one can be scripted), seeing the proper time of day based on your camera position would be the cherry on the cake were the the rest to be implemented successfully. If supporting actual sphere mapped terrain is impossible, a simpler alternative would be allowing rectangular maps that are seamless and repeat around the edges. This would surely be easier to implement, main hurdle being a technique to render copies of terrain and models across seams while also allowing the camera to scroll seamlessly. However this method wouldn't allow zooming out so you can see the entire planet and manipulate it like Google Earth, zoom would have to be limited or you'll see infinite copies of everything.
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New and Updated Skirmish maps in Delenda Est. (I'll update this thread periodically) Crocodilopolis
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- skirmish maps
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Hi guys. I give Gallic Fields and Alpine Valleys a "autumn" skin. Would be cool to be able to "bundle" multuple maps together into one file and they could be randomly chosen on launch (like different variations of the same skirmish map). But that's a idea for another day. In meantime, enjoy screenshots:
