Outpost Universe Forums
Projects & Development => Outpost 2 Programming & Development => Topic started by: HaXtOr on January 12, 2006, 11:29:29 PM
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I always have trouble with planning of base with walls tubes ect...
all my bases dont look right.
so i came up with this idea
new tool that figures out all the information for you.
starting from x,y of the cc
(http://iliketoburnthings.kicks-ass.net/mappingtool.jpg)
anyone want to help me program this?
would this help out anyone else?
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the mapper allready does this!! it generates c code to import into ur mission for all map objects u place!!
if u want to suggest the new tube feature for the mapper, post it on the mapper suggestion thread.
what world are u living in??
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the mapper allready does this!! it generates c code to import into ur mission for all map objects u place!!
if u want to suggest the new tube feature for the mapper, post it on the mapper suggestion thread.
what world are u living in??
when was this released? where can i download?
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It's a good idea to read the News section, but Levi, you need to chill. You come off like an ass sometimes.
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dont need to be in the news section lol. Any way why were all the other post deleted there wasnt any reason for it.
The mapper is some where on the forum look for it with the search.
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wiki.outpostuniverse.net/Mapper (http://www.wiki.outpostuniverse.net/Mapper)
like omg
;)
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starting from x,y of the cc
The mapper doesn't do that last time I checked. Just gives you the code for the building placement based on distance from (0, 0), not the placement based on distance from the Command Center.
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There is a thread in the News forum, check it out.
As for making building positions relative to the CC, this could be a bit of a pain to deal with. Since there could be more than one CC, where do you go off of?
Perhaps I could design something like a "start position", sort of like what starcraft does, and you can place it on the map as a discrete object. And then all buildings are placed relative to that start position.
I also want to make it easier to setup other sorts of game objects, like rectangles for groups and what not.
Well, perhaps this feature is already implemented in the mapper, but it gives way to a totally different idea. Maybe I should have an auto update feature where it will check for updates, and if any exist, will link you to the download.
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Personaly i dont think its needed (waist of time to add it), its very easy and fast to add tube in the mapper. The only improvment could be a mass add tube mode like the mass cell type edit mode. Where you click the starting tile, then u click the ending tile, and it creates a tube from the to locations.
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Premade base setups that you can just do in one click :) tubes and all
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that would be a very easy feature to implement I think.
Already I have plans to let you save different .dat files as 'overlays' or something like that, so you can cut your base up into different pieces.
And that would allow you to have premade parts all ready to go.