Thanks for the assistance on the nodraws and clipping... now, for something different...
Random Map assemblies! Woot
http://ufoai.ninex.info/wiki/index.php/Mapping:Random_map_assemblyAfter about, oh, 7 reads I finally understand MOST of this file. However, one thing still gets me that I think just needs confirmation. We'll speak in context of the 'tile types' of a/b/c.
Is this a mapped entry that could relate to anything, or is there something in the .map/bsp file that makes it a/b/c? For example, lets say I wanted to include 'road ends here' as an option.
Is (a) always overridden to mean any tile, or must it be another tile with (+a) mapped in that location, so the single tile curve pieces, mapped as (+bc), could *never* exist there? Or would you need to make it (abc) to TRULY include 'any' tile in this position (similar to the coutryd.ump file)?
Does b in any tiling map always mean b in any other other tiling map? So I'd have to simply 'know' in the script file (by means of comments or whatever) that (b) means 'horizontal road'?
Are the characters case sensitive? Is a-z the only characters available (not that I could see needing more, but hey...)?
Is the wiki needed map list up to date, especially on random maps? A large portion of these seem close to ready, if not completely.
[Edit] Whoops, forgot a piece. In the readying of a .ump, must you have single tile maps available to the builder, or can it use tiles from portions of maps, and just not include the overhang?
What I mean in a different way: You scale a map to be 5x5 in the builder, and you've only built 2x2 tile maps to be included. Can it use say, the bottom two tiles from a map and attach them for the final build?