Strategic map terrain -large scale map

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Wussel
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Joined: July 28th, 2012, 5:58 am

Re: Strategic map terrain -large scale map

Post by Wussel » August 16th, 2012, 6:40 am

Right I sent you the not used buttons. It is just a question of taste. My first version was just a red S. I posting the other buttons now. I made an example how the river behaves in my old version. River can flow next to the coast and not go into the water. Optically you basically end up with lots of small islands next to the coast. This is a feature, not a bug.

I am aware that an artist could improve the tiles. However so far no artist ever showed any interest for this topic. I guess artists have different interests like making waves to look like 10 year old games like titans or anno x. I am just happy that lipk seems to be into programming and you seem to be like educated self learner (same as me). So hopefully we get something useful done.
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water-river.png

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Celtic_Minstrel
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Re: Strategic map terrain -large scale map

Post by Celtic_Minstrel » August 16th, 2012, 7:23 am

That... is definitely too complicated to do with a single river terrain and its transitions... for example there would be no way to distinguish the top outer two or the top middle two... and the bottom right would also probably have to be the same as the top middle...

Unless I'm missing something? It might help to see the terrain codes...
Author of The Black Cross of Aleron campaign and Default++ era.
Maintainer of Steelhive.

Wussel
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Joined: July 28th, 2012, 5:58 am

Re: Strategic map terrain -large scale map

Post by Wussel » August 16th, 2012, 12:12 pm

There are 3 different river codes with "I", "/" and "\" in the name. Depending on what is next the wooden bridge macro makes a transition between two river tiles, too. That are the round things. I already posted the code in the original posting.

Edit: I played a few more of your scenarios and looked at the wml. You are very good at programming. So if you cannot figure out how terrain wml is working, it must be a problem. Basically there are macros inside of macros and lots of automatic generated code. Looking at the files and searching for specific things helped me to get a basic idea of what to copy and what to change.

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Celtic_Minstrel
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Re: Strategic map terrain -large scale map

Post by Celtic_Minstrel » July 28th, 2018, 8:17 pm

So years later I finally came back to this and got it working. By adding a special terrain for the river mouth and another special terrain for the river source, I was able to exactly replicate Wussel's screenshot. It makes drawing rivers a little trickier, true, but I think it's more flexible.

I'm going to put it up on the add-ons server as soon as I finish all the basic work needed for that (making the pbl file and so forth).
Author of The Black Cross of Aleron campaign and Default++ era.
Maintainer of Steelhive.

Wussel
Posts: 592
Joined: July 28th, 2012, 5:58 am

Re: Strategic map terrain -large scale map

Post by Wussel » August 6th, 2018, 10:04 am

Wussel wrote:
August 10th, 2012, 6:19 pm
Thanks for the kind words
Spoiler:
...


This is silly. I really posted all the code. So why was it difficult? Basically the ending is picked according to the tile where it is ending. Water makes a "mouth" all other make a "source" automatically. This is covered by the old wooden bridge macro.

The trick is to make it look good. Basically there can be only one overlay at a tile. An annoying Wenothian limitation.

So basically if a river and a street have a crossing one needs to be covered by endings, since you can have as many endings on a tile as needed.

Basically a tile has a base terrain like swamp, plain, desert, hills, mountains, forrest, water. On top it can have an overlay: street, river, city, village, fort.

Due to the endings of river and street, these things can still go through city village and fort tiles in an optical way. However there are limitations due to the connecting logic.

That makes it a bit tricky to make it look good and not everything is possible. I.E. Technically you could put a river overlay on a water tile and it would just look weird.

Hope this helps.

Basically a tile has 2 properties. One from the base terrain and one from the overlay. It will make sense to decide for movement speed. Maybe a ship is good on river and a caravan is good on roads, but mountain makes it a bit slower than plains.

Anyway hopefully some people will finally use a strategic map for strategic movements to select the next scenario. Would be awesome!

Basically the old wooden bridge macro can still be utilized in an add-on. You just have to include it in the add-on.

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