Mapping/Random map parts

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< Mapping
Revision as of 11:36, 17 August 2009 by Kildor (talk | contribs) (Make table, some fix)
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This tutorials explains how map parts have to be designed, so they can be used for automatic map assembly.

The most important rule: The map part can have different shapes, but it must fit onto a 256x256 grid. The pictures below illustrate this rule:

Screenshot UMP definition
Mapparts1.jpg
tile +s01
{
    4 4

    0  a  a  0
    a +a +a  a
    a +a +a  a
    0  a  a  0
}
Mapparts2.jpg
tile +s02
{
    4 4

    0  0  c  0
    a +a +a  a
    a +a  a  a
    0  a  a  0
}

Another point is, that the map should be shifted such that the lower left corner is at 0,0 position. Make sure you have the same lighting settings for ambient and sun light on all individual map parts. Choose the light angle such that the shadows are not too long so they are casted over the edge of a map piece.

You can also have a look at the random map assembly article to get your map included in assembly.

Links