How about having a Raw Binary blob for storing tiles ? Do you want me to implement that ? That would make level files much more readable ....
enum TileType
{
nullTileType = 0,
dirt = 1,
gold = 2,
rock = 3,
water = 4,
lava = 5,
//if the last type is changed it must also substitute the type
// referenced in Tile::nextTileType()
claimed = 6
};
First iter is in branch : paul424-image2map
problem is we don't even have TileType :: room [...] But if we always inprint some additional info label (say 800 x 600 ) which would list all accessible colors in form of table / pallete : like rows : player color , columns room color , then user could use the color pick-uper and draw whatever he wants .
Not only that, but what I think the map encoding should be as simple as possible, any idea how we could encode room type and ownership in terms of color ?
Could we use the alpha channel ? Is it accessible in most type of myPainte type editors ? First is thought is to use the players color, and the brightness factor could encode the room type. you can say that is quite unintuitional for the map user.
And then im being told not to rework things because they are not critical... Paul instead of this i would concentrate on the culling code that will allow us to up the poli count on everything. You are spreading too much and risk not finishing anything in a long time.
EDIT: Well if they were REALLY REALLY critical you would do them right away . But to the point : hte problem is how slowly new models come , and in my ( lamer/ non-blender professional ) (naive ) view the creatures and especially static objects could have been converted in one overnight , but they weren't for the whole year .... How long it would to convert all those models on first list ( in terms of hours work ? ) .
I cant compile, so i only run the bin Bertram puts out from time to time
I don’t see how editing levels as images is a good thing…
There will be a level editor in OD anyway, right?
// Force command to lower case
//TODO: later do this only for params[0]
- std::transform(command.begin(), command.end(), command.begin(), ::tolower);
- std::transform(params[0].begin(), params[0].end(), params[0].begin(), ::tolower);
+ // std::transform(command.begin(), command.end(), command.begin(), ::tolower);
+ // std::transform(params[0].begin(), params[0].end(), params[0].begin(), ::tolower)
The usual code cleaness comments:
- Broken indentation on the whole change, could you fix that?
- Could you have a look at how you use commas? It seems you add spaces before and after at random. You should add one space after and only one.
- writeGameMapFromTgaFile(const std::string& fileName, GameMap& gameMap) doesn't respect the filename requested, and doesn't return a bool value.
^ You shouldn't inhibit warnings when coding. This would avoid such things.
so could we follow the tradition that words are always case sensitive ?
Users browsing this forum: No registered users and 1 guest