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C++ Remere's Map Editor - Ground Floor

Dries390

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Hi,

I was just wondering if anyone knew which particular pieces of the Remere source code I should look at to have it render floors > 7 looking from z = 7. I was able to implement the changes to my server/client but now i'm trying to edit the mapeditor so I can see what it looks like without having to log in. I'm using the latest code from


Thanks!
 
Thank you Cosades, I found out two days ago but the change is -relatively- simple. For anyone interested just change

C++:
 C/C++ CODE HERE
if(options.show_all_floors) {
        if(floor < 8)
            start_z = MAP_MAX_LAYER;
        else
            start_z = MAP_MAX_LAYER;
}

at lines 112-117 of map_drawer.cpp in the Remere source code and recompile.
The only problem with this solution is that it offsets floors > 7 as you scroll up higher making it seems like the underground is floating but it all looks fine if you log in. It's also not really a problem seeing as the main issue was making it easier to line up the floor 7-8 transition.

If anyone's interested; I've also discovered how to make the daily night-day cycle continue down into the lower floors if they're not covered for a little bit more realism.

EDIT: for future reference, I did so here:

 

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Thank you Cosades, I found out two days ago but the change is -relatively- simple. For anyone interested just change

C++:
 C/C++ CODE HERE
if(options.show_all_floors) {
        if(floor < 8)
            start_z = MAP_MAX_LAYER;
        else
            start_z = MAP_MAX_LAYER;
}

at lines 112-117 of map_drawer.cpp in the Remere source code and recompile.
The only problem with this solution is that it offsets floors > 7 as you scroll up higher making it seems like the underground is floating but it all looks fine if you log in. It's also not really a problem seeing as the main issue was making it easier to line up the floor 7-8 transition.

If anyone's interested; I've also discovered how to make the daily night-day cycle continue down into the lower floors if they're not covered for a little bit more realism.


Feel free to make a small tutorial - surely some people will find it useful
 
Thanks. This should save me a few minutes of time in the future.

For my own needs, I intend on extending client, server, and mapper to support 48 levels, the upper 32 being split in the middle as the bottom 16 are, (for maximum backwards compatibility)
 
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