http://otland.net/forums/marketplace.485/Yeah, me too - I'm going to use this system in my planned ot, but there is other stuff to do as well (questlines, custom npcs, 5 areas to add on map). I'll post new dungeons there if I make anything new.
btw. what happend to market section on otland? I can't find it.
Holy shit, this script is another level!!
You will make this open-source?
This script is so fucking good, best inovation ever!!!!
Can i help with it? I really want!
really? You could just pm me or leave a message on my profile.
@chiitus
- yes, but currently I don't have time to do ot stuff
- I don't need any help, I wrote that system before so I can do that again
- if he wants instances, it's faster to create new tiles than copying them from existing area
- it's simple, check first post: http://otland.net/threads/generating-maps.200487
@Red
pm me
sweet idea!! please msg me when its finished!Hello,
I am actually working on my own generator and there are some results:
Now it is alpha version, without any opimization.
In nearly future i will add:
- ground/wall randomizing function
- corrective function for borders, to make them look better, like done by real mapper
- cave support (I only have to rewrite function witch are making paths and do proper schema-table)
- mountains ground mixer (for exmaple grey(id 919) with red(id 8133))
...and do solid schema-table with details, room shapes... because now its only task is to work.
Example of generated map (70x70, 20 rooms)
View attachment 27430
<brush
id = "1"
maxChilds = "0"
maxAge = "100"
childAngleVariation = "45"
angleVariation = "15"
bornChance = "20"
dieChance = "0"
allowedFloors = "103;106;231;351-355;4608-4625;4664-4666">
<modes>
<drawMode
mask =
"
231;231;231;231;231;231;231;
231;231;231;231;231;231;231;
231;231;231;231;231;231;231;
231;231;231;231;231;231;231;
231;231;231;231;231;231;231;
231;231;231;231;231;231;231;
231;231;231;231;231;231;231
"
floor = "0"
/>
<drawMode
mask =
"
darkGrass;darkGrass;darkGrass;darkGrass;darkGrass;
darkGrass;darkGrass;darkGrass;darkGrass;darkGrass;
darkGrass;darkGrass;darkGrass;darkGrass;darkGrass;
darkGrass;darkGrass;darkGrass;darkGrass;darkGrass;
darkGrass;darkGrass;darkGrass;darkGrass;darkGrass
"
allowedFloors = "103;106;231;351-355;4608-4625;4664-4666"
pulse = "false"
checkFloor = "false"
floor = "1"
delay = "1000"
/>
<drawMode
mask =
"
mountain;mountain;mountain;mountain;mountain;
mountain;mountain;mountain;mountain;mountain;
mountain;mountain;mountain;mountain;mountain;
mountain;mountain;mountain;mountain;mountain;
mountain;mountain;mountain;mountain;mountain
"
allowedFloors = "103;106;231;351-355;4608-4625;4664-4666"
pulse = "false"
checkFloor = "false"
floor = "0"
delay = "1000"
/>
<drawMode
mask =
"
0;0;0;0;0;
0;dirt;dirt;dirt;0;
0;dirt;dirt;dirt;0;
0;dirt;dirt;dirt;0;
0;0;0;0;0
"
allowedFloors = "103;106;231;351-355;4608-4625;4664-4666"
pulse = "false"
checkFloor = "false"
floor = "0"
delay = "2000"
/>
</modes>
</brush>
<borderMask
mask =
"
0;water;0;
!water;standardBorderItem;!water;
0;standardBorderItem;0
"
itemid = "4828"
/>