Dec 31
Painting terrain, in video
It’s time for another video! Here’s a simple experiment in “painting”-style terrain authoring within MMORPG Tycoon 2.
Dec 31
It’s time for another video! Here’s a simple experiment in “painting”-style terrain authoring within MMORPG Tycoon 2.
December 31st, 2009 at 10:53 pm
That looks pretty damn cool. Although I think it might get a little time consuming with larger areas, or am I presuming a bit and it’s actually quite easy?
January 1st, 2010 at 3:52 am
Awesome! just one question: Will we be able to choose a randomly created world (if we just want a “quick play”)?
January 1st, 2010 at 3:56 am
Also, HAPPY NEW YEAR :D
January 1st, 2010 at 6:08 am
Brush sizes need to be introduced next! ;)
Also, looks awesome and actually quite powerful in a simple way :)
January 1st, 2010 at 7:48 am
I haven’t been on for a bit so this is more of a comment on the painting terrain in general.
I think that painting terrain would be less tedious than going through hundreds of districts giving them all a certain state, but as you said it will increase the save file by a huge amount. Something I though you could do instead of having a huge heightmap would be to save the seeds the map generator used, as well as create individual heightmaps for each part the player paints over with the save file loading those over the generated terrain. This would probably take longer to save and load, but it would keep the file size down. =-D
Because I’m not sure how well I conveyed my idea so I made a mock heightmap using my idea. http://img269.imageshack.us/img269/8715/maplt.png(you may need to zoom in to see)
The squares are the heightmaps placed on top of the generated terrain, and yes I know that it is a horrible heightmap.
Oh and happy new year =-D