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Author Topic: Blockland: Rock Raiders Mod (Scriptor Wanted)  (Read 26985 times)
Marcem

« June 08, 2008, 09:23:53 PM »

Epic.
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rkynick

« June 08, 2008, 10:09:45 PM »

Update:

I'm on vacation. Nothing yesterday because of the 16 hour drive from Illinois to Colorado. I will attempt to make some updates anyways but I am making no promises.

As for the level generation, it would piece together the levels depending on what is in the text file
i.e
w=wall
W=rocky wall
.=floor
c=wall w/ crystals
C=rocky wall w/ crystals
(or w/e)

WWWWWWW
WwccwwW
Wwwww.W
Ww....W
Www..wW
WWWWWWW

(dramatization, real levels would be much larger)

and the system would place all of the pieces neccesary on the grid.
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laremere

« June 08, 2008, 10:24:54 PM »

Hint from someone who has worked with code that generates maps from text: Make sure all the letters/numbers used are the same length, it helps greatly when you have a map that looks like this:

00000000000000000000000000
00011100011000000110001100
00011111111000000111111000
00000011111111000011000000
00000000111111111110000000
00000000000000000000000000

Instead of this: (same map, different characters.)

0WWWWWWWWWWWWWWWWWWWWWWWWW
WWW,,,WWW,,WWWWWW,,WWW,,WW
WWW,,,,,,,,WWWWWW,,,,,,WWW
WWWWWW,,,,,,,,WWWW,,WWWWWW
WWWWWWWW,,,,,,,,,,,WWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWW


See how you can make out the rooms and paths with the first one, were with the second one you can't make out how everything works?
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rkynick

« June 08, 2008, 11:06:43 PM »

Nah, I'd rather not go through the trouble when you can just change your notepad font to terminal or some other same-size font.

(both levels in terminal)

00000000000000000000000000
00011100011000000110001100
00011111111000000111111000
00000011111111000011000000
00000000111111111110000000
00000000000000000000000000

WWWWWWWWWWWWWWWWWWWWWWWWWW
WWW,,,WWW,,WWWWWW,,WWW,,WW
WWW,,,,,,,,WWWWWW,,,,,,WWW
WWWWWW,,,,,,,,WWWW,,WWWWWW
WWWWWWWW,,,,,,,,,,,WWWWWWW
WWWWWWWWWWWWWWWWWWWWWWWWWW


Besides, terminal is awesome.
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blockrocktom

« June 08, 2008, 11:36:47 PM »

you could ask the person who made the digging mod to help you with the digging
and when is this coming out!
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rkynick

« June 08, 2008, 11:44:11 PM »

I could ask qwertyuiopas, but
1) not using bricks for the digging
2) don't really need his help, because I can script...
3) really no point to it, his system is for other purposes.

Its coming out when its done.
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Fusion

« June 16, 2008, 12:54:34 PM »

I think that this would awesome, so... *BUMP*
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rkynick

« June 16, 2008, 05:03:33 PM »

I have returned and progress can resume, hopefully at a faster pace.
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Packer

« June 26, 2008, 07:31:11 PM »

Texture Artist

We're officially looking for some one who is capable of making looping textures for our caves, they need to be able to make different types of shapes in the texture as well as making it look like a cave wall. Most of the textures in a cave must match up so they fit other textures, for example 2 wall pieces are together (Next to each other), one is dirt and the other is sort rock, the texture must connect some how or they'll look out of place and won't work very well.
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rkynick

« June 26, 2008, 09:01:47 PM »

Just a note, I've made progress on level loading.

Now it actually loads the data, next part is to make it create the level.
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Packer

« June 27, 2008, 09:54:14 PM »

Added new image, the Mining Drill :D

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rkynick

« June 28, 2008, 01:07:36 AM »

More details on the level loading:

I set up the format of the levels as so
Quote from: Example_Level

Z 1

L ######### &
L #WWW...W# &
L #WW....W# &
L #W....WW# &
L #...WWWW# &
L #..WW.WW# &
L #...W.WW# &
L #...WCCC# &
L #...WCCC# &
L #...WCCC# &
L ######### &

Z 2

L ######### &
L #WWW   W# &
L #WWW   W# &
L #WWWWWWW# &
L #CCCWWWW# &
L #CCCWWWW# &
L #CWWWWWW# &
L #CWW.   # &
L #CCC.   # &
L #WWW.   # &
L ######### &

Z 3

L ######### &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L #WWWWWWW# &
L ######### &


So let me explain:
Z (number) - defines the Z level that this layer is
L (objects) & - a part of the layer, L is the beginning and & marks the end of the layer.
Everything between L and the & are objects, object definitions are loaded from object packs that may be custom made, so if someone were to design custom levels they could easily add their own objects.

Object key:
W - wall
C - wall containing energy crystals
. - floor
  - empty space
# - border wall(unbreakable)



Next part is a tad bit harder, the actual creation of the objects.
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Packer

« July 02, 2008, 10:36:09 AM »

The Granite Grinder[/font]
WIP

The last vehicle that I'll be posting in the Rock Raiders Mod, its not the last but its the last you'll see until the release of the RRM. Still missing the top bit but I have to go to bed soon and I won't be working on it for a while knowing my luck. Flat shading on it fails as normal, but hopefully I'll be able to get some help from some one for the final release with full properly flat shaded models.
[/font]
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SKULL!!!!!!!

« July 02, 2008, 02:36:06 PM »

lol i have played this before :D
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Jervan

« July 02, 2008, 02:46:20 PM »

I can flatshade, send them and it's done.
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