
Off to code

Regards.
Moderators: Lone Wolf, Snake Man
This is exactly what we needquote:Originally posted by Skyfire76:
About other ideas, I think that it is important that we keep the ability to have rules as in early versions, as well as rules associated with a BMP.
Two reasons for this : translating data into a terrain grid and then back is a long process, so if you can do it with TileRules on L2 alone, all the better. And standard rules do not need you to create a BMP
I think I could try something like this : revert to having just one conf file. First line of conf file would say if you wish to use standard or BMP rules. Then update all standard rules so that they can be applied at the same time of BMP rules.
That would look like WM said above :
TieRule=1000 2000 and so on for standard rules
TileRule=R,G,B 1000 2000 and so on for BMP rules
What do you think ?
(I think this is not bad, but could be enhanced, because if you have two colors where you would want to apply the same rules, you would have to repeat these rules. Likewise, if you have several rules for one color, you need to repeat that color each time).
Regards.
I agreequote:Originally posted by Snake Man:
That would be good to have, yes.
PMC TFW
Snake Man
That is working very well in my test. Good job!quote:Originally posted by Skyfire76:
when you apply CATE and BMP rules at the same time, the BMP will just give CATE what regions should be updated.
Was no problem, made it run ok.quote:That's hard to explain, but I think you'll understand when trying.
Oh... yeah now we have to swap/edit the conf files if we want to change two types of feature tiles and so on. Yes yes... it would be very cool to have all go in one pass.quote:to link colors in BMP to a set of standard CATE rules, so that you can use different colors to define different regions with different CATE rules ...
Yeah! Could these be like:quote:Originally posted by Skyfire76:
I'm more thinking in a sort of sections in CATE rules
As referring to the earlier retarded part, if I understand the operation correctly now, then yes sounds good to me.quote:Originally posted by Skyfire76:
I think that CATE rules only, or BMP rules in relation to CATE rules is enough.
Sounds good to me. Any word from xjussix?quote:Originally posted by Skyfire76:
let's correct the bugs (if any), add some features if necessary, and then we'll move to autotiling.
We have a deal ?
quote:Originally posted by Skyfire76:
Well, this seems somewhat doable (though I don't know what you want me to do with these AB tiles).
However, like you said, this is more related to autotiling.
So, for now, I'd like that we manage to come up with a "final" version of CATE before moving to autotiling.
So, test that latest version I sent you this morning, let's correct the bugs (if any
Regards.
No, I think that what would be best is that xjussix could work on TerrainView.quote:Originally posted by Snake Man:
Sounds good to me. Any word from xjussix?
PMC TFW
Snake Man
This should be easy to do : all I have to do for this to work is allow (*) in tile to replace (that is, do not replace tile).quote:Originally posted by Widowmaker:
that is probably best
I go one request
I need a broader way to manipulate X1
right now on ODS i need to modify
about 50 tiles or more for there X1 and in the future probabaly more
could we have a sring of tiles in wich we can do stuff in one pass for instance
10 10000 (23,24,350) * 252 * * *
between 10 and 1000 feet change X1 to 252
on tileoffset 23,24,350..
Widmak
No, this is not yet possible (see my above post), but I think I can have a version doing this for this eveningquote:Originally posted by Widowmaker:
WOW
just go your mail with version3
from what I see it is already possible...
boy this is looking great very great
will test it tonight on river Tigris in ODS
Widmak
This is kinda what I was trying to address. I'm a couple steps behind (as usual). I see that this is where the button selections for CATE and BMP reading come in.quote:Originally posted by Snake Man:
Lets assume we have desert all around, but then we use bmp to draw small swamp somewhere in the desert. Now when we do the another pass and change the roads/rivers/cities according to elevation - CATE will bulldoze over the swamp area... and we have desert road tiles tiled over the swamp which looks awful (we had just this situation before CATE).
Welcome aboard!quote:Originally posted by tom2:
Outstanding work I'm discovering here
Congratulations to all of you - simply amazing!
Unfortunately, I dropped in a bit too late to help with the BMP stuff...
You want mess? YOU want MESS??quote:Originally posted by Skyfire76:
roads and rivers cross and cross again, resulting in a big mess (SnakeMan, could you post your screenshot about this ?).
Here we need some cool algorithms to process the MESS.quote:I have no idea about how to solve this
By reading our airbase leveling tutorial, you get the basic idea how the airbase leveling is now done by human hand.quote:- We're going soon to add airbase leveling and transition tile placement to CATE. I have not yet all the details, but any input on this would also be welcome.