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 Post subject: proggie
PostPosted: Thu Apr 10, 2003 5:47 pm 
would it be possible for somebody to make a spawner that works based on ground tiles, for example it spawns generic forest animals on forest tiles, jungle birds in the jungle etc.

its VERY tedious to have a good amount of realism with spawning especially when you want to focus on monsters, but you can't forget about the stupid things like birds and bunnies because they add atmosphere.


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 Post subject:
PostPosted: Thu Apr 10, 2003 8:44 pm 
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I'm sure there'd be a way, it would be a matter of the will to do it. The one thing that I can't seem to figure would be worked out is once the map is made, how would the program tell the ground?... It would have to go tile to tile and try to figure it out. Unless of course you had the actual map and were able to set it on a by color basis... Who knows. I'm sure someone who knows more about programs then I do that would be able to answer your post better.

Clay


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 Post subject:
PostPosted: Fri Apr 11, 2003 12:13 am 
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Yeah, I could make that, but I won't.

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 Post subject: .
PostPosted: Fri Apr 11, 2003 12:30 am 
u could use the bmp u use for dragon and prolly half the same scripts, except instead of it turning each tile into a land tile it would randomly generate a spawn. ive taken c++ classes, but im not good enough to do the structures needed for this.

for example grass, it would find [06] in the maptrans.txt and use all those colors to tell it where grass was, then find another script that had a listing of all monsters prolly in the same way it has for statics like{ (type) (frequency) (x1,y1,x2,y2) (randomness) }

i think good grass spawns would be like goats, deer, cows, bulls, possibly some of those more complex spawns like the ones where 1 bull and 4 cows spawn simultaneously, and birds and other random shit are stuff that you want on most grasses.


i would program this if somebody would help me.


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 Post subject:
PostPosted: Fri Apr 11, 2003 10:16 am 
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Sydius wrote:
Yeah, I could make that, but I won't.


Sydius! Make a program that does that! I would be really happy too.

I'll mail you a pet hamster if you make a program like that.

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 Post subject:
PostPosted: Fri Apr 11, 2003 10:17 am 
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Sydius wrote:
Yeah, I could make that, but I won't.


Sydius! Make a program that does that! I would be really happy too.

I'll mail you a pet hamster if you make a program like that.

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 Post subject:
PostPosted: Sat Apr 12, 2003 9:38 pm 
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Exactly what I said, people would have to have the bmp file to do it. But in cases of an OSI map, people are stuck. :)

Anywho. It's a decent idea, but most people would prefer knowing what is being placed where, as well as being able to control how many creatures are being created on their map at any given time. What I mean is, you might not want 3k birds flying all over the map if you don't even use half of the total map. Then of course, snakes, bears, deer, sheep, goats, and so on. That's just more stuff for the emu to track, as well as more "wasted" processor cycles. Maybe if the program had a selection graph where you could select what areas would spawn. Anyways. Now I'm just rambling...

Adios


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 Post subject:
PostPosted: Sun Apr 13, 2003 8:29 am 
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Dionysis, your on the right track in making this possible.
You actually could do this as a hack using Dragon. Basically create a set of scripts that places items based on ground tiles. Exactly how it makes the forest, or grass, etc. You'd have to make it very minimul, but it would work. Just use the ID's of spawn points, don't save it into the statics, and import it into your worldfile. It would of course take some editing afterwords, but it would be a start. The grass script would be a good place to start since it's spread out as it is.

-Ryandor


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 Post subject: moew
PostPosted: Sun Apr 13, 2003 6:34 pm 
"Anywho. It's a decent idea, but most people would prefer knowing what is being placed where, as well as being able to control how many creatures are being created on their map at any given time. What I mean is, you might not want 3k birds flying all over the map if you don't even use half of the total map. Then of course, snakes, bears, deer, sheep, goats, and so on. That's just more stuff for the emu to track, as well as more "wasted" processor cycles. Maybe if the program had a selection graph where you could select what areas would spawn. Anyways. Now I'm just rambling...
"

you could determine what you wanted spawned and the area with the scripts, if you only want birds in an area you enter the co-ords like 0,0,100,100 in the scripts. ... sydius please contact me so i can ask u some questsions.

52008849


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 Post subject: lewle
PostPosted: Mon Apr 14, 2003 6:13 pm 
anybody else want to help me work on this small project? id rather spend my time doing this than spawning a bigdamn world.


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 Post subject:
PostPosted: Mon Apr 14, 2003 7:20 pm 
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If you pay me, I'll make it.

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 Post subject: yo
PostPosted: Mon Apr 14, 2003 7:38 pm 
im broke, and i just want some help


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