It occured to me that we can use CTRL and Prt Scrn buttons to capture an image of a map or even real stuff and all we have to do is make a transperent tile that set to density =1 and you have an instant map ??
the thought behind it is that insted of useing 32 X 32 icons to make a map u can use a lets say 200 X 200 image and just set which place people can just walk over.
tell me wut you think of this "instant map". and if you do use it how has it worked 4 you
ID:265538
![]() Jan 6 2006, 5:16 pm
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![]() Jan 6 2006, 5:22 pm
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You'd double your game's size instantly, since the map would be compiled into the game as a .dmp and you'd have to compile the image file into the game's .rsc as well.
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Theodis's BMP2DMP
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ahh is see but if that is your map its not a problem all its going is cutting the "mapping" time down it would be almost the same a
40X40 map created by tiles = about the same ?? 40X40 map created by image |
Zog 200 wrote:
It occured to me that we can use CTRL and Prt Scrn buttons to capture an image of a map or even real stuff and all we have to do is make a transperent tile that set to density =1 and you have an instant map ?? I am doing a world map that is 250X250 broken into 25 map sectors, because I got the same idea as you did. The images are 256 colours and are in a .png format to keep the file size as low as possible. Right now I am half done putting the map in, and it takes like 15mins just to compile. Why the heck does it take so long? My PC is pretty new and powerful yet, so I dont think its my hardware. I blame BYOND. |
Wow i just put the "instant" map to the test with picture that is 1279 pixles wide 1384 long 96 dpi. (which is not that but but it still is big and i have little to no compileing time.
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Right now I am half done putting the map in, and it takes like 15mins just to compile. Hmm I never had problems with large maps themselves. I compiled a map with around 15 million tiles in not too much time. However when I had some huge icon with 35k icon states it did take five to ten minutes to compile :P. Also took forever to load in the DM map editor. |
Baldur's Gate did something similiar and used prerendered scenes for maps and just defined collision regions with polygons. However note that BG had a 2.5GB install. This isn't as easy as you think as setting up all the collision stuff is very very tedious. Not to mention you'll have a giant resource file for players to download.
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Theodis wrote:
Right now I am half done putting the map in, and it takes like 15mins just to compile. We dont need any program called Easymaps, I just took my prerended world map, put it in my project folder and.. turf/Maps/World This map, the new one I am doing is about 10X smaller and takes about a half a min to compile and update. |