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Generating maps?

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.
 
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.
http://otland.net/forums/marketplace.485/
well, officially it's gone
 
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!
 
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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!

He did make it open source but the community showed little interest so he closed the repo.
 
No please, holy sh**, i saw this only now!!!!!!!
zbizu, please login Otland, let's go talk!!
This is script is so good for dungeons, hunts and quests!
I'm waiting you zbizu!!!
 
really? You could just pm me or leave a message on my profile.
 
really? You could just pm me or leave a message on my profile.

Sorry :(
You said, the script you made use TFS 1.0, it's possible make for 0.4 ?
Let's go! I'm not a expert but i can help you atleast, and talk with @Evil Hero, he can help you too! And you help he!
He's making a script can copy a area, but a completly new random is better!
Omg i can't bellieve it's possible to create a random are from .LUA script :)
 
I'm actually really interested in this code too. I just haven't had a chance to contribute / test. I should have sufficient time in a month or so.

Red
 
@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

This is awesome, but is this the complete script? The picture is gone, can you reupload please?
Make more tests, open a thread, a show off about the script. What you think?
I like so much of this code! Thanks :)
 
@chiitus
it's only example
full script is something I don't plan to share
I don't want to see my greatest work on all servers later(most of them are terrible and not worth my script).
 
Oh this is sad, because if someone sell a script, soon it will be free anyway, other way is for own use (+sad).
Anyway, because i read you already made it open, so i think different.
But i wish you luck in the project.
 
In my plans i have to public my system,it needs some brain usage to configure and its very generic (designed to huge terrains).Also its main core is in C++ so it need little knowledge to implement.I think it sort the noob ots away from it.
 
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)
minimapka_gen.png
 
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
sweet idea!! please msg me when its finished! :D
 
I got an idea! Loading rme brushes to make config more compat. At least grounds and walls.

@Acedb
Twój skrypt wygląda budową bardzo podobnie do mojego. Kilka z funkcji, które planujesz dodać mam albo można łatwo je dokleić. Mam obszerną tabelę z 4 rodzajami jaskiń, kilka regularnych struktur oraz skrypt potrafiący złożyć to w całość. Jakbyś był zainteresowany współpracą to pisz priv.
 
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@Acedb Great dungeon it looks very clean :D Good to know there is one more nice generating system ;D Now im trying to make mountains with rivers and waterfalls.I can now write modes for brushes so i can place in one position unlimited mini-brushes ;D
Data now looks like:
Code:
        <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>
So there is no problem to draw 919 and synchronized grass exactly floor above ;D
Now it supports only drawMode but i can easily add any type of mode e.g "delete/replace",You gave me idea to add spawnBrush mode.So it should easily create rooms in random positions.Also your idea of 90 degrees turns looks good,cuz now brushes turns by random angleVariation/tick it looks good in caves when random is required but it can looks weird in tombs etc.

Ill show later the results cuz now im rewriting borders.Now i can add to mask negations:
!-simply means anything but not this group of items :D Now it place borders better than before(i dont need to write exceptions).

Code:
        <borderMask
                mask =
                "
                0;water;0;
                !water;standardBorderItem;!water;
                0;standardBorderItem;0
                "
                itemid = "4828"
        />

Also in plans i have to rewrite core of borders to handle various masks,multi floor support so it should handle placing stairs to go up mountains.

My target is to create whole "world" (islands with rivers ,multi level mountains and dungeons) :D
 
Oh guys, amazing scripts here, i wish luck to all!
And will be wonderful if this became available to another peoples!
Thanks for everything and for this job for otservers tibia community!
 
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