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-   -   Link to the Past level pack (https://forums.graalonline.com/forums/showthread.php?t=134268903)

jacob_bald6225 11-16-2013 05:14 PM

Link to the Past level pack
 
Hey if I could dig it up and upload it, would anyone be interested in the Link to the past overworld pack I generated a while back?

Torankusu 11-16-2013 05:39 PM

Yes.

TSAdmin 11-16-2013 09:37 PM

That sounds like a pretty awesome idea.

Gos_pira 11-16-2013 10:38 PM

Yes!

jacob_bald6225 11-17-2013 08:44 AM

1 Attachment(s)
Here you are gentlemen. I think it is mirrored and there isn't a gmap right now.. I lost it.

Torankusu 11-17-2013 02:48 PM

Not bad. Ill check them out when I get homr.

I had a type 1 and layered version I was working on, but lack graphical talent so I stopped at the lost woods. Lol, this will help though..

jacob_bald6225 11-17-2013 03:06 PM

Quote:

Originally Posted by Torankusu (Post 1723868)
Not bad. Ill check them out when I get homr.

I had a type 1 and layered version I was working on, but lack graphical talent so I stopped at the lost woods. Lol, this will help though..

Mine was generated from screenshots :P It wasn't a manual effort!

Torankusu 11-17-2013 03:28 PM

I think I asked you about this a while back, but you don't have the stuff to do that anymore do you?

jacob_bald6225 11-17-2013 03:35 PM

Nope :P Sorry.


If you want a quick rundown on how you can start to build something like I had...

Get a large screenshot of what you want to build(level size).

Using:
http://bobpowell.net/lockingbits.aspx
Scan the tiles in the tileset once and then match them up with tiles in the level.

xAndrewx 11-17-2013 06:42 PM

sick

Emera 11-17-2013 10:50 PM

Quote:

Originally Posted by jacob_bald6225 (Post 1723874)
Nope :P Sorry.


If you want a quick rundown on how you can start to build something like I had...

Get a large screenshot of what you want to build(level size).

Using:
http://bobpowell.net/lockingbits.aspx
Scan the tiles in the tileset once and then match them up with tiles in the level.

That link has some interesting information. Thanks for posting, I'll definitely take a look at this.

Torankusu 11-18-2013 11:01 PM

1 Attachment(s)
Attached is a GMAP file for this level set. (rename it to .gmap to use with gonstruct -- the program I tested it with).

For some reason, Jacob, the first 3-4 levels on the north-eastern side do not work (a1 - d1?), they do not draw anything for me with the given tileset. And what is drawn, it looks like the wrong images are in those locations.

Also, the ZIP file included is missing the level: a4

Thanks again.

Emera 11-24-2013 12:27 PM

1 Attachment(s)
Been reading through the article you posted on analysing image data and I've spent some time creating an application that can generate a Graal level based on a full-sized level screenshot. I've still not come up with a solution to deal with images covering tiles, light effects and level with layers however, but it's working perfectly for level images that show only tiles.

Here's an image. I've managed to generate the level on the right by taking the level image on the left and analysing it's pixel data, comparing the data with the pixel data for pics1.png. The comparison are made on a tile-by-tile basis, so every 256 pixels (or 1 tile) a comparison is made.

I'll post a build when I've figured out exactly how I'm going to deal with **** like light effects and layers.

jacob_bald6225 11-24-2013 03:05 PM

Quote:

Originally Posted by Emera (Post 1723990)
Been reading through the article you posted on analysing image data and I've spent some time creating an application that can generate a Graal level based on a full-sized level screenshot. I've still not come up with a solution to deal with images covering tiles, light effects and level with layers however, but it's working perfectly for level images that show only tiles.

Here's an image. I've managed to generate the level on the right by taking the level image on the left and analysing it's pixel data, comparing the data with the pixel data for pics1.png. The comparison are made on a tile-by-tile basis, so every 256 pixels (or 1 tile) a comparison is made.

I'll post a build when I've figured out exactly how I'm going to deal with **** like light effects and layers.


The big question-- how long does it take? And I don't think there will be a good solution for dealing with lights or npcs in screenshots.






Quote:

Originally Posted by Torankusu (Post 1723891)
Attached is a GMAP file for this level set. (rename it to .gmap to use with gonstruct -- the program I tested it with).

For some reason, Jacob, the first 3-4 levels on the north-eastern side do not work (a1 - d1?), they do not draw anything for me with the given tileset. And what is drawn, it looks like the wrong images are in those locations.

Also, the ZIP file included is missing the level: a4

Thanks again.


Seems I lost level a4 somewhere and the a1-d1 are mountain levels... they would've used a different tileset which I must not have bothered to upload at the time!

Emera 11-24-2013 04:58 PM

Quote:

Originally Posted by jacob_bald6225 (Post 1723991)
The big question-- how long does it take? And I don't think there will be a good solution for dealing with lights or npcs in screenshots.

It actually takes a tremendous amount of time, but I wasn't expecting anything else. Regarding dealing with tile obscurities though, it has been suggested that I use an algorithm to check for similarities between tiles instead of directly comparing pixel data. Obviously, it's not fool proof and I doubt I'm capable of coming up with something that is, but it's a step in the right direction ;)


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