Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Big Maps Project
Re: Big Maps Project[message #230837] Tue, 11 August 2009 21:30 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I think that would be so easily adjustable even a non coder such as myself might be able to pull it off. Just a guess but I think so. Anyway, the project obviously has some development left to pull it off effectively but it has so many cool possibilities this has always been near the top of my wish list for things people have actually started to work on.

I think putting all tiles in one set would be a dynamite thing. No one has talked about doing this for quite some time and it would be such a revolution for mappers and potentially make the editor and game run more smoothly.

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Sergeant Major
Re: Big Maps Project[message #230842] Tue, 11 August 2009 22:00 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
http://img29.imageshack.us/i/72493228.jpg/
http://img38.imageshack.us/i/67338985.jpg/

[Updated on: Tue, 11 August 2009 22:03] by Moderator

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Master Sergeant
Re: Big Maps Project[message #230843] Tue, 11 August 2009 22:00 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
i've done some bad things lately - one i've been taking to bugmunster and another guy from the ja2 russian forum so bugmonster is working on bigmaps relentlessly and the other guy wants to build a map generator in c# and i've generated some very basic maps with my small generator and my autocad.

http://img38.imageshack.us/i/67338985.jpg/
http://img29.imageshack.us/i/72493228.jpg/

map size 40 x 20 lakes 300/20 and coordinates for road entry point exit point and division length for direction change
i considered road tile to have the same size as grass tile which is not true, we can restrict the lake spread in certain areas and we can generate coordinates for trees or other things

[Updated on: Tue, 11 August 2009 22:06] by Moderator

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Master Sergeant
Re: Big Maps Project[message #230847] Tue, 11 August 2009 22:27 Go to previous messageGo to next message
coffeecommander

 
Messages:86
Registered:June 2009
Location: Europe, and pitying you.

I never got "sight range" anyways. At night it *kinda* makes sense, but at daytime?

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Corporal 1st Class
Re: Big Maps Project[message #230856] Wed, 12 August 2009 00:32 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I think the road tiles are a grid by a grid larger or something. This accounts for the 'feathering in' at the edges. But I think the road tiles that are used in the middle of a road (solid edges) are regular size. Is this right?

Anyway, that may be one of the big reasons road tiles tend to screw up maps. If this is the case perhaps a simple fix might be to use the 'center tiles' for almost everything except the turns then add the thin edge tiles on afterwards? I don't know for sure but placing road tiles can sometimes cause the map not to save until you address the offending tile/s/.

This part "we can restrict the lake spread in certain areas and we can generate coordinates for trees or other things" - I do not understand. Can you explain this please?

I am glad to see someone is working on this valuable part of modding. It looks like we will again have to look to the East for some real improvement in mod making for this game.

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Sergeant Major
Re: Big Maps Project[message #230857] Wed, 12 August 2009 01:16 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
well lakes are random generated all over the map but to obtain a big lake we have to restrict random generated numbers to certain intervals - a map is an array of at least 75 tiles in width and i don't know how many in length i havent counted them yet. so i have an array(length,width) - array(200,75) tiles now to get bigger lakes i have to generatte random lake position between lets say (22 to 35 ,10 to 17) - i'll get a final random lake shape at that position. further more i can specify how many lakes i want on that map and the percent of water on the map. after i've placed some lakes in random generated coodinates i'll have to fill the edges of the lake. if i have for example a river that is going to begin at the north edge of the map and is going to be split with one end at the east edge and one at the south i have to devide the map like a trigonomteric circle - with the following signs x+y+,x-y+,x-y-,x+y- so i can determine in which direction the river goes. another variable would be width of the river and also depth.
i consider the following steps to generate maps:
1. generate generic landscape - winter, desert, sunny beach - whatever that would be
2. get the percent of water on that map ant what type of water we want - lake, river
3. get number of roads (road tiles based on specific landscape) entry, exit points intersections between roads
4. detect points where roads cross water - draw bridges

now the basic terrain is set

5 as landscape vegetation the most powerfull element would be trees so i have to place them first - how many?
6 throw some stones
7 bushes
9 tall grass

sorry no buildings!

i consider in having a 3 dimensional array - some points should contain x,y coordinates, depth and power to affect surroundings - so we would generate points on the map that are affecting a wider area like stains.

and if we pass all this stages i'm thinking about connecting to multiplayer in a far far away future when i will really have time - generate a map - enemy soldiers/civilians/militia and mercs entry point and start a skirmish coop game! now i'm just typing stupid stuff in my lunch break.

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Master Sergeant
Re: Big Maps Project[message #230858] Wed, 12 August 2009 01:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Another thing I would like to see are wood bridges (like in JA1, but wider than one tile), that can be blown away.

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Lieutenant

Re: Big Maps Project[message #230872] Wed, 12 August 2009 07:00 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Oh, you are talking random generated maps. That is very cool and for multiplayer would be really a good thing because you would never know what to expect and the generation is infinite.

I am more focused on things of use to people making mods. Wilderness maps are really easy. You can do one complete with roads and water in about two or three hours and throw together a simple but rather varied one in less than five minutes.

I would really like to see someone make a working bridge tile. One that you could actually hide under would be fantastic (I imagine it working somewhat like a roof tile only be accessible by walking on the path part of it). This is a jsd issue and as far as I know the Russians are the masters here. It would be very cool to have big maps and a master tileset and bridge jsds and...

Well, now I'm getting carried away but it is easy to do when talking about things that would be very useful in mods.

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Sergeant Major
Re: Big Maps Project[message #230877] Wed, 12 August 2009 08:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Khor1255

Well, now I'm getting carried away but it is easy to do when talking about things that would be very useful in mods.



Exactly, but to quote a good band: "what better place than here, what better time than now?"

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Lieutenant

Re: Big Maps Project[message #230893] Wed, 12 August 2009 13:08 Go to previous messageGo to next message
pipetz is currently offline pipetz

 
Messages:18
Registered:July 2009
Location: Moscow, Russia
Maalstroom
another guy from the ja2 russian forum

I am. Smile

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Private

Re: Big Maps Project[message #230894] Wed, 12 August 2009 13:28 Go to previous messageGo to next message
pipetz is currently offline pipetz

 
Messages:18
Registered:July 2009
Location: Moscow, Russia
Khor1255
Wilderness maps are really easy. You can do one complete with roads and water in about two or three hours and throw together a simple but rather varied one in less than five minutes.


Really? Even through map size is 46340x46340 tiles. Smile

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Private

Re: Big Maps Project[message #230902] Wed, 12 August 2009 14:08 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
hello! so i've been talking to a living breathing legend! that's funny! - i have to start learning vb.net since autocad is moving to vb.net from the next release!

[Updated on: Wed, 12 August 2009 14:09] by Moderator

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Master Sergeant
Re: Big Maps Project[message #230938] Wed, 12 August 2009 16:50 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Well, maybe 10 for a big map. If you group up a bunch of - let's say - trees or debris items then hold your mouse button down while dragging it across the screen (using the small brush with minimum density) you can add surprisingly complex detail in seconds. Slash back and forth across the map and you end up with a pretty cool looking wilderness sector.

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Sergeant Major
Re: Big Maps Project[message #237235] Mon, 09 November 2009 20:55 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Is this project still going on? I wish so, because big (giant) maps is the one single feature I want the most in JA 1.13.

[Updated on: Mon, 09 November 2009 20:56] by Moderator

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Sergeant
Re: Big Maps Project[message #237244] Mon, 09 November 2009 22:17 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Yes it is still going on. Progress is going quite good.
BRT, performance is quite good even in a big map with 2000 x 2000. Normal maps have 160 x 160 (Rows x Cols).

[Updated on: Mon, 09 November 2009 22:19] by Moderator

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Sergeant Major

Re: Big Maps Project[message #237248] Mon, 09 November 2009 22:57 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
good to hear RoWa21! big maps is a crucial component for bringing JA2 modding to the next level and breaking the boundaries of the 10 year old engine.

keep it up and hopefully we

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First Sergeant
Re: Big Maps Project[message #237264] Tue, 10 November 2009 03:09 Go to previous messageGo to next message
cdudau
Sniper rifles will no longer be able to hit someone on the opposite side of a map!

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Re: Big Maps Project[message #237408] Wed, 11 November 2009 12:54 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
I

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Sergeant
Re: Big Maps Project[message #237413] Wed, 11 November 2009 13:41 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
It is already possible to alter "normal" maps and make them bigger with the Big Maps Project - Map Editor. It is also possible to create a new big map from scratch.

First test version of Big Maps project Map Editor and Game EXE should be soon, hopefully Smile

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Sergeant Major

Re: Big Maps Project[message #237414] Wed, 11 November 2009 13:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
YES!!!!

Really looking forward to this. :bluecool:

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Lieutenant

Re: Big Maps Project[message #238509] Mon, 23 November 2009 11:40 Go to previous messageGo to next message
Sincleanser is currently offline Sincleanser

 
Messages:60
Registered:November 2009
Location: Houston

I'm extremely interested in this project, and can't wait to try it out.

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Corporal
Re: Big Maps Project[message #238553] Mon, 23 November 2009 23:35 Go to previous messageGo to next message
moteel is currently offline moteel

 
Messages:11
Registered:August 2006
Location: Banana Republic of Poland
RoWa21
It is already possible to alter "normal" maps and make them bigger with the Big Maps Project - Map Editor. It is also possible to create a new big map from scratch.

First test version of Big Maps project Map Editor and Game EXE should be soon, hopefully Smile


That's very good news :rulez: This project should be done and added to 1.13 long time ago.

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Private
Re: Big Maps Project[message #241500] Sun, 10 January 2010 00:54 Go to previous messageGo to next message
marcinfp is currently offline marcinfp

 
Messages:19
Registered:June 2009
Location: Poland
Hi all,
keep up the good work guys. I've remaped almost whole of Arulco and added Tex Colburn and Manuel to my mod. Fixed some faces to, lol... Can't wait to resize the maps and fix some bugs. Hopefully I can post the mod some day, hehe

I'm looking forward to the release though I can't install SVN and I don't know where else I can get the latest 1.13 Sad

Take care all,
Mind

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Private
Re: Big Maps Project[message #242973] Mon, 01 February 2010 03:15 Go to previous messageGo to next message
heller is currently offline heller

 
Messages:9
Registered:May 2009
Location: CHINA

http://ja2.su

Russian?

My god! I do not know anything about it

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Private
Re: Big Maps Project[message #242989] Mon, 01 February 2010 09:03 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Ummm , yeah , it's Night Ops !
In the download section , with English translation.

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Captain

Re: Big Maps Project[message #243264] Thu, 04 February 2010 23:33 Go to previous messageGo to next message
Jens is currently offline Jens

 
Messages:12
Registered:August 2009
Location: Germany
Hey guys.

one thing I always been thinking about is if it is (theoretically) possible to add levels. I mean the "hight" of buildings. with several levels the combat around buildings would be much more interesting.

guess it interferes with the sight of the characters?

thanks.

[Updated on: Thu, 04 February 2010 23:34] by Moderator

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Private
Re: Big Maps Project[message #243295] Fri, 05 February 2010 07:25 Go to previous messageGo to next message
cdudau
Very very complicated.

Also,
Search this forum because that exact topic has been discussed numerous times.

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Re: Big Maps Project[message #243316] Fri, 05 February 2010 13:48 Go to previous messageGo to next message
Jens is currently offline Jens

 
Messages:12
Registered:August 2009
Location: Germany
yes I guess it was, but couldn't find anything referring to that.
thank you craigmsandy

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Private
Re: Big Maps Project[message #243987] Fri, 12 February 2010 11:14 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Hi,

sorry for long delay on BMP. After I receive the HAM 3.6 source code from Headrock I merge that in the BMP code branch. Then I will release a TEST version of BMP (including the latest 1.13 source, BMP and multiplayer code). After some testing I could merge the BMP code in the offical 1.13 source. These are my future planes for 1.13.

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Sergeant Major

Re: Big Maps Project[message #244000] Fri, 12 February 2010 13:31 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Hi Rowa21 :wave:


doesn't headrock say HAM 3.6 is in alpha testing stage?

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Sergeant Major
Re: Big Maps Project[message #244154] Sun, 14 February 2010 14:25 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
Headrock offered me to include HAM 3.6 in official 1.13 source. Of course it needs to be tested well before integration. But development of HAM 3.6 is done. It's possible that it still takes some time before testing is done and then I can merge it.

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Sergeant Major

Re: Big Maps Project[message #244158] Sun, 14 February 2010 15:01 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Sounds good mate. Would be really good, though I think that HAM is starting to warrant it's own GUI as taking 2 hours going through INI options gets wearing after a while.

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Lieutenant

Re: Big Maps Project[message #245755] Mon, 01 March 2010 20:53 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
Earlier today I read some posts about Big Maps being released...now they

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Sergeant
Re: Big Maps Project[message #245760] Mon, 01 March 2010 21:12 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@all: Finally it is there, the Big Maps Project Release EXE. Take a look in the release thread:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=57734&page=11

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Sergeant Major

Re: Big Maps Project[message #245768] Mon, 01 March 2010 21:42 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Poster: WillyWonka
Subject: Re: Big Maps Project

Earlier today I read some posts about Big Maps being released...now they

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Captain

Re: Big Maps Project[message #245770] Mon, 01 March 2010 22:02 Go to previous messageGo to next message
WillyWonka is currently offline WillyWonka

 
Messages:120
Registered:February 2006
Location: Sweden/Sverige
lockie
Quote:
Poster: WillyWonka
Subject: Re: Big Maps Project

Earlier today I read some posts about Big Maps being released...now they

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Sergeant
Re: Big Maps Project[message #246192] Fri, 05 March 2010 00:46 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
@all: I will release the Big Maps Project Map Editor on the weekend. Then you can start creating big maps Smile

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Sergeant Major

Re: Big Maps Project[message #246193] Fri, 05 March 2010 01:25 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Wohoooooooo.

Now lets just hope, that the guys will make the SCI as soon as the editor is online. Smile

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Lieutenant

Re: Big Maps Project[message #246196] Fri, 05 March 2010 03:51 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
I was holding out making the new one until the editor was released. No point in releasing a new one beforehand Wink

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Lieutenant

Re: Big Maps Project[message #246200] Fri, 05 March 2010 04:05 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Actually even 1210 is kind of moot - the new installation is going to break the INI files compatibility.

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Sergeant Major

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