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Add-Ons / Re: Heightmap Generator
« on: July 09, 2017, 12:42:19 AM »
Great! How do you use this again once compiled? You double-click the executable or drag-and-drop an image unto it?
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Iirc roblox is pretty much the same thing only you have to use the editor for the CAD like features.I'm still experimenting with different ideas to see what would work best, so I'm not completely set on that concept. Right now, I'm testing how building with bricks will work, and am starting to like that mechanic even more:

enough nerd stuff let me generate slopes in modter >:(:'-(
in the other steam summer sale thread a long while ago i said i probably wouldn't get anythingI was considering buying The Crew; I haven't played Burnout Paradise, but I loved Burnout 3 and Burnout 4: Revenge.
well i lied i bought the crew ultimate addition and i love it for me it was worth $17 for the huge open-world free driving alone
i loved midtown madness 2 and burnout paradise back in the day and this kinda reminds me of them but like with a whole country (scaled down obviously but still it's rly big and u can drive anywhere on and off road) to drive in instead of a single city why have i not heard much about this game until now oh my gosh i'm getting the crew 2 when that comes out cus there's gonna be boats and planes too along with the revamped usa
How good would it be to use .tsv or .csv files by any chance?I'm not too familiar with those types of files, does the engine support them?
just saw this, it doesn't sound too difficultYes, it would need to read an image and export it as float values (between 0 and 1) within a text file; the value itself would be based on the greyscale value (i.e. 128 128 128 255 would be 0.5, or 128 / 255). Here is an example of how the heightmap generator saves a heightmap (it saves the grid size first at the top of the file):
you just want a program to read an input file (.png?), and output its color as text (.csv? or just numbers separated by spaces?)
if you let me know what the input and output are/should be, I can create something quickly in java
(ie, if it's a black, white, yellow pixel as input, should it output as "0 255 170" on a line?)
16 x 16
0.308571 0.205714 0.205714 0.171429 0.342857 0.4 0.285714 0.32 0.331429 0.228571 0.297143 0.285714 0.125714 0.171429 0.251429 0.182857
0.365714 0.194286 0.217143 0.297143 0.377143 0.434286 0.388571 0.342857 0.32 0.217143 0.137143 0.171429 0.182857 0.205714 0.308571 0.297143
...
i could probably write a heightmap to brick converter at some point if one doesnt existThat would be great. Also, support for text-based heightmaps could easily be added to Simplex Gen in the near future, if it would be a useful feature.
That sounds pretty cool.I'd rather not say just yet; I haven't seen them post about the project, so they probably want to keep it under wraps for now. I may end up helping them though, especially in regards to maps.
Also, who's the other person making a sequel that you mentioned?
wow you're like the only person who has set out to do this who is actually capable of doing it.Yeah that prototype was from a few years ago haha. My new PC's operating system is much more up-to-date. =P
looks good so far, loving the windows xp lol.
I would say keep the terrain but make it more-legolike. A true spiritual succesor would have lego-like models, but not ripping off lego, and lots of bricks, customizaablity and a stable FPS on toaster computers.
What would make it different than an already successful game such as Minecraft? How are you gonna get people to play it instead of Minecraft?It turns out someone else is making a sequel to the game, and has some great ideas planned. I may end up taking the game in a slightly different direction (maybe more like a CAD program in which you can model your own weapons, buildings, vehicles, etc.). It'll still have maps, minigames, a procedural world, etc., however.
If it's just going to be the same game, no one is gonna care about it. Make sure to keep that in mind.
keep in mind that a game like blockland pretty much needs mods to survive for any period of time, so the game being robustly moddable should be pretty high priority. torque makes this pretty easy naturally, and i'm not sure you're gonna be able to match it, but a strong set of tools for modders is gonna be incredibly important for any serious successor project. also, if it isn't something you've considered yet, you're going to have to get a bit more clever with the way you approach bricks. blockland has a lot of unique optimizations for the brick system that you're gonna have to replicate or create reasonable substitutions for if you want to allow for a similar number of brick objects. probs looking at batching together brick rendering in some wayModding will definitely be a big part of the game. I also have ideas on how to optimize performance, i.e.: culling, dynamic / static batching, reducing draw calls / combining meshes, etc.
that's more roblox than blocklandIt's still in very early pre-alpha; I'm trying to decide on the direction and theme for the game, which may be slightly different than Blockland. Any ideas are welcome though, I could definitely use feedback and suggestions.