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View Full Version : Map editor and ODD - question for Ralph


LOK
30 Aug 07, 13:24
In light of all these great upgrades for TOAW that Ralph has been providing us with, I wanted to see how difficult would it be to implement an import bmp (or any equivalent graphics format) in the map editor in the next patch?

The idea is to have a feature like ODD, where the designer can import a bmp map file and superimpose and hex grid on it. Then the designer can "paint" the map with the appropriate TOAW terrain tiles. We do not necessarily need all the ODD functionality (for example the scaling can be done by the designer ahead of time) but importing an existing map as a bmp (or jpg etc.) would save designers an enormous amount of time and would result in much more accurate maps.
Is that out of the realm of possibility or is it feasible?

ralphtrickey
31 Aug 07, 10:35
In light of all these great upgrades for TOAW that Ralph has been providing us with, I wanted to see how difficult would it be to implement an import bmp (or any equivalent graphics format) in the map editor in the next patch?

The idea is to have a feature like ODD, where the designer can import a bmp map file and superimpose and hex grid on it. Then the designer can "paint" the map with the appropriate TOAW terrain tiles. We do not necessarily need all the ODD functionality (for example the scaling can be done by the designer ahead of time) but importing an existing map as a bmp (or jpg etc.) would save designers an enormous amount of time and would result in much more accurate maps.
Is that out of the realm of possibility or is it feasible?
It may be possible at some point. The other thing it would make possible is playing on a real map instead of a TOAW map.

a white rabbit
31 Aug 07, 14:41
It may be possible at some point. The other thing it would make possible is playing on a real map instead of a TOAW map.

..great, go on, make the damn game even more complex...

ralphtrickey
31 Aug 07, 18:42
..great, go on, make the damn game even more complex...
How did you hear about my plans to link to Google Earth???:drink: That would be especially nice for the modern scenarios.:rifle:

Ralph

L`zard
31 Aug 07, 22:48
Yeah, Rabbit, wait till toaw 6.....

Ya know, the one with the strategic layer set on top of the real-time tac level that requires a T1 line or better for basic connecectivity in order to play at all, LOL

;)

ralphtrickey
01 Sep 07, 01:03
Yeah, Rabbit, wait till toaw 6.....

Ya know, the one with the strategic layer set on top of the real-time tac level that requires a T1 line or better for basic connecectivity in order to play at all, LOL

;)

Actually, since it's international, an E1 will work too.:clown:

Ralph

L`zard
01 Sep 07, 01:07
Actually, since it's international, an E1 will work too.:clown:

Ralph

Ralph, isn't that the version that will take quad duo-core puters running in series?

:yummy:

Raindem
05 Sep 07, 15:44
In light of all these great upgrades for TOAW that Ralph has been providing us with, I wanted to see how difficult would it be to implement an import bmp (or any equivalent graphics format) in the map editor in the next patch?

The idea is to have a feature like ODD, where the designer can import a bmp map file and superimpose and hex grid on it. Then the designer can "paint" the map with the appropriate TOAW terrain tiles. We do not necessarily need all the ODD functionality (for example the scaling can be done by the designer ahead of time) but importing an existing map as a bmp (or jpg etc.) would save designers an enormous amount of time and would result in much more accurate maps.
Is that out of the realm of possibility or is it feasible?

It is possible to take ODD in this direction with the current TOAW but it involves making ODD understand the map XML structure. Not a trivial task.

The idea would be to have ODD import a bitmap and overlay a scaled hex grid much like it does now. The designer then converts hexes to TOAW hexes (making judgement calls along the way on what kind of terrain is represented). Appropriate map design tools to be included. The finished product is simply exported back to XML for use in TOAW.

So possible, yes. Feasible, perhaps down the road.

LOK
05 Sep 07, 18:30
It is possible to take ODD in this direction with the current TOAW but it involves making ODD understand the map XML structure. Not a trivial task.

The idea would be to have ODD import a bitmap and overlay a scaled hex grid much like it does now. The designer then converts hexes to TOAW hexes (making judgement calls along the way on what kind of terrain is represented). Appropriate map design tools to be included. The finished product is simply exported back to XML for use in TOAW.

So possible, yes. Feasible, perhaps down the road.

Great idea! I guess I have to learn a bit about XML. Years ago before ODD came out I wrote a similar program (in C using LabWindows/CVI from National Instruments) that superimposed a square grid on a bmp. (A hex grid is also easy to do). Now converting that to XML so TOAW can import it....that's a something to investigate.

Raindem
05 Sep 07, 20:27
Great idea! I guess I have to learn a bit about XML. Years ago before ODD came out I wrote a similar program (in C using LabWindows/CVI from National Instruments) that superimposed a square grid on a bmp. (A hex grid is also easy to do). Now converting that to XML so TOAW can import it....that's a something to investigate.

XML by itself is no big deal. Just a formatted text file. The problem with the map is the amount of data that has to go into it to numerically represent primary and secondary terrain, orientation, fill, labels, etc. There are about 50 pieces of data for each hex. So far I've only got a few of them figured out.