
So, guys, and especially if you're used to terrain tiling, please help me.
Regards.
Moderators: Lone Wolf, Snake Man
Now I must say that I have never used that tile type, those are very special tiles. But yes, in your above example it would work, but what about the next tile then due east... theres not seem to be road like that.quote:Originally posted by Skyfire76:
forest type, with farm to the south, and forest around otherwise, with a road to the north and the east, then I should put the tile #1506, i.e. HFORR2F7.pcx
So what if I tile some messy segments (after the current CATE results) and I try to explain along with images of what I actually did?quote:Originally posted by Skyfire76:
I need rules to know how to tile terrain.
Some good ideas here, as far as I can tell. I have already thought about the randomness of some rules, and this could be done, I think, but only when we have found some way of writing simple rules first ...quote:Originally posted by 87th_striker:
When I tile, the slope of the place to place the tile is most important, along with the usual terrain features. The slope is defined by the adjacent tiles' height.
A stream should run in the lowest parts of the terrain, not on the sides, but sometimes the adjacent tiles makes it visually wrong, som I either move the tile, or adjust the altitude. Altitude adjustment really is a necessity in alpine terrain, to get the right "looks". For CATE I guess we don't adjust the tile height/altitude, so I guess we use move the tile. So then you would check the adjacent tiles to check wich way the slope would be. Also altitude will have some rules, but I think they are integrated ?
So, sorrounding terrain forms the rules, as long there is no special feature. If there is a basin, you would make some kind of plain or swamp, or a forest. It all depends on altitude. And sometimes you invert some tile usage, to create a visual "break" in the usual terrain. BUT, to get things good tiled, you "randomly" have to apply different set of rules to the same conditions.
Did this make things clearer?
About the last one : transition tiling is OK on its own, and as long as you don't have too many different terrain types close together.quote:Originally posted by Widowmaker:
Facts / Assumptions.. :
-tiling per altitude is 100%
-tiling per region is 100%
-transitiontiling is 100 % ok
Really ? That's strange because roads and rivers are sharing the same algorithm, so I can't see a reason why one would work and not the other ...quote:-roadtiling on its own is rather ok
-rivertiling on its own is rather fucked..
Agreed on this onequote:-river road transition is a mess..
Not sure of what you refer to here, but what I can say is that the way tiles are named/ordered, cities, for CATE, are a terrain type and not a feature (like rivers).quote:
-City= terraintype
after the first cityrun I see cities as regions
not
Hum probably, if I understand you well ... but the problem for now is to find a way to describe all tiles/terrain/rules in CATE so that I can find the correct tile number ...quote:-3 way tiles..
Korea tileset has them only for Coast
for instance HCOST7A0 offset 704 in Korea texture.bin
it is a road city water transition
for other terrain types the Korea bin/zip does not have them
we need to make them to make CATE life's easier
I'm not sure I understand you here. What I can say is that sometimes, I won't have the choice : some things need to be done before others...quote:
-multiple(configurable) runs
so lets setup up an order of working
I think the order in wich to do stuff is very important
and CATE needs to make separate runs wich would be great for flexibility
the current way is very flexible
it would be nice to run 2 or more batches of scripts same scripts as now we do in 1 pass but difernet ones
Again, this is related to the way tiles are named/ordered. But there's a workaround for this, which I did not really test. Ask me by mail (and see last part of this post beforequote:-TerraintypeA or B type transition
I'd like to be able to set wich terrain is to get the transitiontiles
in the case of a transition between regionA(offset16) and regionB(offset32)
I wanna be able to have the transition tiles tiled on top off Region A or on top off Region B
this is a crucial part also
Hmm damn shame, we should try to get ftp server for you to upload. Do you have full ftp access or is that limited also?quote:Originally posted by Skyfire76:
Anyway, I can't send it yet since my mail server is still FUBAR ...
Why is there going to be some limit in CATE?quote:Originally posted by Skyfire76:
I see you've been busy submitting ideas ...
quote:how many different terrain types can I expect to find in any theater ? Give me the upper bound
The areas which have three different terrain types are more or less rare. Of course it happens.quote:Originally posted by Skyfire76:
transitions between more than 2 terrain types (e.g. forest in the middle, plain to the N, ocean to the E)