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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Tue Jun 15, 2004 11:01 am Post subject: |
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I think his basic message is that lvz is cooler than tilesets because it's less limiting |
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-zig- Guest
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Posted: Tue Jun 15, 2004 11:08 am Post subject: |
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erm...i dont plan on the editor making anything for you aside from a lvl file and a ini. i think you missunderstand my intentions. merely a tool. which is nothing unless the person so inclined sets out to make a A.jpg or A.bmp or A.gif.
and as far as image formating goes. you can find most of that allready written free source. almost cut,paste and compile.
-zig  |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Tue Jun 15, 2004 12:33 pm Post subject: |
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You sound like Qndre now.  _________________ 4,691 irradiated haggis! |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Tue Jun 15, 2004 1:21 pm Post subject: |
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Not quite. He's not saying "I heard from a friend that JPG is actually a bitmap renamed, which I have confirmed with a self-written ASM program which for some reason doesn't work." _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Tue Jun 15, 2004 1:55 pm Post subject: |
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OMG Cyan! You nailed him! $$ |
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k0zy Server Help Squatter

Gender: Joined: Jan 11 2003 Posts: 571 Location: Germany Offline
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Posted: Tue Jun 15, 2004 2:13 pm Post subject: |
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Cyan~Fire wrote: | Not quite. He's not saying "I heard from a friend that JPG is actually a bitmap renamed, which I have confirmed with a self-written ASM program which for some reason doesn't work." |
rofl! _________________ It's a shark! Oh my god! Unbelievable! |
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Tue Jun 15, 2004 5:30 pm Post subject: |
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Qndre doesn't have screenshots of a functional program
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jun 17, 2004 6:49 am Post subject: |
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I think for a text2lvz thing, it should look for patterns in the text and generate separate images of partial words. Having one image for each letter is going to decrease fps.
I'm not a mapper, but I find a 12x4 font block (a-z, 0-9, some symbols) leaves plenty of space for at least 5 tile blocks. |
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Posted: Thu Jun 17, 2004 10:35 am Post subject: |
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Smong wrote: | I think for a text2lvz thing, it should look for patterns in the text and generate separate images of partial words. Having one image for each letter is going to decrease fps.
I'm not a mapper, but I find a 12x4 font block (a-z, 0-9, some symbols) leaves plenty of space for at least 5 tile blocks. |
it wont slow it down anymore than if they where tiles. in fact tiles might quite possible be even slower. for the simple fact that many more calculations have to occur for tiles...collisions etc. none of those things matter for lvz. cant really say. and the only person who can is priitk. without actually testing it. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jun 17, 2004 10:59 am Post subject: |
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I don't think each tile is tested for collisions, simply each ship and each weapon.
Drawing the map would only require a lookup in some kind of table.
Depending on how the lvz objects have been implemented there could be at least one conditional to check (is it visible) increasing execution time. |
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Posted: Thu Jun 17, 2004 12:37 pm Post subject: |
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good points, well see i suppose, but its been my experience so far, that it can handle quite a bit of abuse. my evo zone 7 megs, and thresh which is a whole lot more optimized both run respectably well, even on junk video card. 16 meg voodoo3 2000( well old(glide owned))
soon now i will have adding things working. and i will experiment some. i just seem to remember tiles just wreaking havoc on the engine.
member that tank zone that used a tiled bg? ive had alot of large ass images floating around on the screen, and never even came close to running as bad as that does. one draw is way way faster than 2 regardless of size. so maybe if you tiled a back with 16x16 tiles LVZ it will run just as horrible, but something makes me doubt it. which makes me think there is more going on with the tiles. |
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Matzke Novice
Joined: Jan 26 2004 Posts: 88 Offline
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Posted: Fri Jun 25, 2004 8:03 pm Post subject: |
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i think a awesome idea to save time would be you could click and drag your mouse over a few tiles then u click the tile u want them on, and they'd be placed right there. for example some tilesets might have a tree, bush, or bunker that is a few tiles, u could drag your mouse over them and walla they can be placed on your screen, BIG time saver[/quote] _________________ z0rz |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Fri Jun 25, 2004 9:00 pm Post subject: |
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That's equivalent to the Photoshop PEN tool. As I suggested before, two other similarly useful things are BRUSH tool and BUCKET tool.
BRUSH: Define a bunch of small(ish) pattern of tiles, select a pattern, and drop it onto the map all at once with a single click, as many times as you like.
BUCKET: Select a tile and click on the map. All touching empty tiles (clicked on empty space) or all touching similar tiles (clicked on existing tile) or all touching non-empty tiles (maybe shift-click) are filled with the selected tile. |
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ZiGNoTZaG Novice

Age:49 Gender: Joined: Jan 19 2003 Posts: 60 Offline
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Posted: Fri Jun 25, 2004 10:42 pm Post subject: |
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can be done, the tile brushes. the only thing to decide would be where to store the settings.
the fill of course, simply involves adding tiles around the origin tile until every tile included in the fill had all 4 of its sides touching another tile. this could easily end up filling you entire map with tiles. 1 million entries. a one million step undo? heh. there would have to be a limit. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Fri Jun 25, 2004 11:04 pm Post subject: |
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Undo should be by change, not by tile. Fill is a single action. Undo states for large actions need to be block map/layer saves. I would recommend using compression. You can limit the region to just the affected tiles, store a sub-array of tile id's, then compress that block. Even if it's 50K per compressed undo region (which is really high), that's still 20 undo's per megabyte, which is nothing. |
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ZiGNoTZaG Novice

Age:49 Gender: Joined: Jan 19 2003 Posts: 60 Offline
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Posted: Wed Jun 30, 2004 6:25 am Post subject: |
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like an array of dynamic arrays? not sure about the compresion. need more research. |
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Wed Jun 30, 2004 1:07 pm Post subject: |
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You'd need to store all the modified tiles past value(s); and store em into some sort of an array but compress em before hand. That way you're not saving extra data that you don't need. ie: all 1024x1024 tiles. I think that's what ekted is trying to say. _________________ Performance is often the art of cheating carefully. - James Gosling |
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ZiGNoTZaG Novice

Age:49 Gender: Joined: Jan 19 2003 Posts: 60 Offline
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Posted: Wed Jun 30, 2004 4:13 pm Post subject: |
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yeah ive started thinking about this and the best way i can think of is to have like an array of a set limit. such as 20 or 40. contained inside of this would be a dynamic array that you could size to the amount of objects selected.
that would handle large undos.
this would either have to polymorph for lvz or be two differant types. |
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2dragons Novice
Joined: Feb 17 2004 Posts: 95 Offline
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Posted: Wed Jun 30, 2004 8:59 pm Post subject: |
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An easy way to do compression for tiles is Run Length Encoding (RLE). Lookup how bitmaps do it and you'll have yourself a good example. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Wed Jun 30, 2004 11:57 pm Post subject: |
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Easiest way is to take the raw map (1024x1024 tiles) before the change occurs, and zlib compress it. Results should easily be less than 1 byte per actual tile, and should only take a few milliseconds. |
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Thu Jul 01, 2004 12:04 am Post subject: |
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Suggesting, to serialize the "map" object then compress it? |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Thu Jul 01, 2004 12:21 am Post subject: |
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CypherJF wrote: | Suggesting, to serialize the "map" object then compress it? |
You don't need to "serialize" anything. In memory, your map should be a 1024x1024 byte array. That's 1MB of linear memory that can be directly fed into compress(). If you wrap that inside some crazy C++ object, then it's your own fault, and you'll need lots more code to deal with it. |
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ZiGNoTZaG Novice

Age:49 Gender: Joined: Jan 19 2003 Posts: 60 Offline
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Posted: Thu Jul 01, 2004 12:41 am Post subject: |
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Mr Ekted wrote: | Easiest way is to take the raw map (1024x1024 tiles) before the change occurs, and zlib compress it. Results should easily be less than 1 byte per actual tile, and should only take a few milliseconds. |
thats sounds reasonable, ill look into that  |
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