Really wish this worked for terrain too, but it will probably never happen. :[
Would be more likely to happen if people fully understood how terrain works. If you can figure out how the heights all work you can draw polygons and apply a texture to them. Then you could have terrain but I'm not quite sure how terrain works and I don't have any levels to use to test with.
was pretty sure the default level editor would draw terrain maps just fine.
i am interested in nw2png improvements.
There is very minimal support for drawing layers correctly. When I get a chance I will post some examples.
It does show terrain right. But I have no idea how you would edit it in the first place. Draenin k ow more on how it works then I do. Layers art to hard to work with on levels but if you tried to do gmaps it can get very resource heavy. I would probably struggle more with npc but those aren't to hard it's more the set shape part or light effects ect.
What I want to do is make an html5 based gmap editor. Where you can edit a level and zoom out to see the whole gmap and still place trees and stuff. That would be a game changer there. But since it involves similar work as this I think the 2 projects can benefit off each other. My code sadly is in c++ not html5. Luckily it's not hard to convert.
But like I said the 2 projects could benefit off each other. Some people still use .graal levels for example level2.graal from npulse. I'm sure other people have levels saved on there hard drive from years ago.
Also does anyone know if you can do terrain on .graal levels?
Also does anyone know if you can do terrain on .graal levels?
I'd hazard a guess at no considering the only two ways to apply terrain to an .nw file is by either using the terrain generator or editing the values between the HEIGHTS and HEIGHTSEND tags and since .graal files are not readable as plain text it would be difficult to apply the terrain.
I'd hazard a guess at no considering the only two ways to apply terrain to an .nw file is by either using the terrain generator or editing the values between the HEIGHTS and HEIGHTSEND tags and since .graal files are not readable as plain text it would be difficult to apply the terrain.
Well, .graal and .zelda used "#" character to separate data chunks. I doubt there is any chunk of data after the last segment since I see "# # #" ect at the end. But correct me if im wrong they also have height data in gmaps? If thats correct would the terrain also be applied to .graal levels?
Like I said I am not familiar with terrain like Draenin is. And maybe someone else could help answer that question? Maybe I am remembering things wrong even, not sure.
was pretty sure the default level editor would draw terrain maps just fine.
It does, but your only option is to print the map at a fraction of the size, and it does not include NPCs.
Quote:
Originally Posted by scriptless
Like I said I am not familiar with terrain like Draenin is. And maybe someone else could help answer that question?
Sadly, there's only so much I can tell you about gmaps in relation to things like .graal levels and so forth, and I can't even begin to fathom how to replicate them, other than using pure black magic.
But, just to entertain the notion, here's a dump of information from a terrain gmap.
What I can tell you is that each height in the height map represents a vertex which is basically the corner of each level in the gmap. There is also a grid of about 9 x 9 smaller vertices on each level (including the level corners) which can be raised or lowered to affect the slope of the lines between each vertex.
It is very likely that these smaller heights are determined by the massive number of seeds down at the bottom of the list through pseudorandom number generation, but the geometry itself and the subsequent 'stretching' of tile textures when you move these vertices up and down is likely a product of either tessellation or fractal equations. Or both. I really have no clue.
If you're interested in how they work, here's a little video of me making a volcano.