scenario editor: more tools?
Moderator: OpenTTD Developers
scenario editor: more tools?
i picked up my old scenario because meush asked me if i agreed to include it on the next release
i had to apply some corrections, like remove some trees and other things
i removed all the things on the map, because was the less difficult way
my suggestion is:
- drag'n'drop remove trees, you can add them, why not remove them in the same way?
- drag'n'drop remove houses || roads || map structures (lighthouses and antennas, and maybe other structures which may be added in future)
- change snow line runtime on arctic scenarios (in the editor)
also some things that i read of and which are useful IMHO
- drag'n'drop rocks, desert / remove desert (i read that is on development, but when will be added?)
- different brushes
- drag'n'drop terraforming
and the most useful: internal and fully supported grayscale image to map
i had to apply some corrections, like remove some trees and other things
i removed all the things on the map, because was the less difficult way
my suggestion is:
- drag'n'drop remove trees, you can add them, why not remove them in the same way?
- drag'n'drop remove houses || roads || map structures (lighthouses and antennas, and maybe other structures which may be added in future)
- change snow line runtime on arctic scenarios (in the editor)
also some things that i read of and which are useful IMHO
- drag'n'drop rocks, desert / remove desert (i read that is on development, but when will be added?)
- different brushes
- drag'n'drop terraforming
and the most useful: internal and fully supported grayscale image to map
- nicfer
- Director
- Posts: 529
- Joined: 03 May 2005 20:50
- Location: Somewhere in a country called Argentina
I add another thing: building railways, bus and truck stops, vehicles, etc. for the human player or for an AI, for make scenarios more dynamic. In a scenario that comes with normal TTD, the AI starts with some small railnetworks. Will be this possible?
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
- nicfer
- Director
- Posts: 529
- Joined: 03 May 2005 20:50
- Location: Somewhere in a country called Argentina
I tried it but when I try to load the scenario with the editor the railways are not showed, and in game I start with the money that I have at the moment of saving.
Sorry for my english I am argentinian
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
MyMiniCity
Re: scenario editor: more tools?
Good ideas here!Wolf01 wrote:i picked up my old scenario because meush asked me if i agreed to include it on the next release
i had to apply some corrections, like remove some trees and other things
i removed all the things on the map, because was the less difficult way
my suggestion is:
- drag'n'drop remove trees, you can add them, why not remove them in the same way?
- drag'n'drop remove houses || roads || map structures (lighthouses and antennas, and maybe other structures which may be added in future)
- change snow line runtime on arctic scenarios (in the editor)
Possible since a loot of nightliesWolf01 wrote: - drag'n'drop rocks, desert / remove desert (i read that is on development, but when will be added?)
Raise/lower land, then use level land tool which is draggableWolf01 wrote: - drag'n'drop terraforming
Re: scenario editor: more tools?
yes but allow you to make only squared terrains, i mean a tool like the winpaint brushes, sizable and which select automatically the height where you click, if you keep the button down and drag, the terrain will terraform with the shape of the brush and at the same height of where you clickedMeusH wrote:Raise/lower land, then use level land tool which is draggableWolf01 wrote: - drag'n'drop terraforming
I am putting together a series of updates to the scenario generator. The main one is I am planning a terrain generator using the subdivision method. Could be interesting.
Anyway, here is the patch for my desert/rock as dither pattern. I posted this in another thread, but it makes a LOT of sense to have a scenario generator-specific thread.
Small warning... I have not modified this to work with the PNG map patch. So the "Load PNG" button and a piece of my text overlap. I havent tested whether either functionality is affected (my guess is it wont be - it will just look ugly.)
Patch built against r3253.
Also there is my more trees patch. When you click on "Random Trees", you get more trees the higher the tree location is. This makes Arctic terrain look WAY better. The extra trees are built randomly in a clump around the central tree. How many more are built is proportional to the square of the terrain height.
Anyway, here is the patch for my desert/rock as dither pattern. I posted this in another thread, but it makes a LOT of sense to have a scenario generator-specific thread.
Small warning... I have not modified this to work with the PNG map patch. So the "Load PNG" button and a piece of my text overlap. I havent tested whether either functionality is affected (my guess is it wont be - it will just look ugly.)
Patch built against r3253.
Also there is my more trees patch. When you click on "Random Trees", you get more trees the higher the tree location is. This makes Arctic terrain look WAY better. The extra trees are built randomly in a clump around the central tree. How many more are built is proportional to the square of the terrain height.
- Attachments
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- screenshot #2.png (32.81 KiB) Viewed 5442 times
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- moretrees.patch
- (2.05 KiB) Downloaded 277 times
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- dither_desert_rocks.patch
- Adds buttons 1 to 8 for ratio of dither. 1:1 every tile, 1:8 random dither of about 1/8th of tiles.
- (7.16 KiB) Downloaded 273 times
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another thing:
is possible to make the trees born from other trees?
yes random trees should appear, but not much than now
my idea is to have a tile with a tree, the tree starts to grow, when the tree is grew enough another tree (or more than one) appear in the same tile or in a near tile
in this way the trees make forests instead of a large area with one tree here and one tree there
is possible to make the trees born from other trees?
yes random trees should appear, but not much than now
my idea is to have a tile with a tree, the tree starts to grow, when the tree is grew enough another tree (or more than one) appear in the same tile or in a near tile
in this way the trees make forests instead of a large area with one tree here and one tree there
- webfreakz.nl
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What about something you can use drag&drop (with trees) to cover the whole country? Now, in desert-type-games, if you have about 20 (???) lumber mills, and the wood has been cut, you have to use drag&drop (which is about e.g 15x15 tiles) a couple of times for the whole country, what about a infinete area?
# Programming is like sex, one mistake and you have to support it for the rest of your life. (Michael Sinz)
Re: scenario editor: more tools?
I will be extending my dither rocks/desert to include trees. I can also add the CTRL-click for removing trees. So it should work exactly the same as adding desert. You should then be able to add a thinned out area of trees, or gradually dither-remove trees until the desired look is achieved, or remove all within an area.Wolf01 wrote:my suggestion is:
- drag'n'drop remove trees, you can add them, why not remove them in the same way?
Definitely on my development list.
Extending remove CTRL click to lighthouses & antennas should be easy enough. However, it may be necessary to have specific code to block creation of more than one if you click-drag. Click-drag is probably OK for removal, but no need to create that many.Wolf01 wrote: - drag'n'drop remove houses || roads || map structures (lighthouses and antennas, and maybe other structures which may be added in future)
I also want to add a build specific building menu, to allow selection of the particular building you want. It was very frustrating in making the Africa scenario when all I could hit was "Expand" and hope I got what I wanted rather than build a building with a particular accommodation size.
CTRL-click removal for roads is limited by road laying code. Its not an easy one to do....
Except perhaps create a "Bulldoze" panel, with push buttons for all categories of items you want to remove. So you have a button for trees, rock, desert, lighthouse, antennas, buildings, roads, etc. and when you drag the red square, it removes all items of the selected categories.
Yeah, that would be useful. Shouldnt be too difficult. I'll see what it will take to do.Wolf01 wrote: - change snow line runtime on arctic scenarios (in the editor)
There is my patch, but who knows how/whether patches ever make it into the trunk. Its not ready yet IMO. I want to wait until I have a fully debugged suite of scenario patches, and get them all brought in at once. Maybe target v0.5.Wolf01 wrote:also some things that i read of and which are useful IMHO
- drag'n'drop rocks, desert / remove desert (i read that is on development, but when will be added?)
I'd think this is definitely desirable for the new map design, but maybe be too much work that will be outdated too soon for the current map.Wolf01 wrote: - different brushes
- drag'n'drop terraforming
In my view, greyscale is not that useful. Since there are at most 16 levels, it would be hard to see what will cause a jump in terrain height. So levels will be (0,0,0), (16,16,16), (32,32,32), etc. A terrain feature that looks obvious (visually) to us at say 85,85,85 will only appear at 96,96,96. So where the edge looks sharp in greyscale, it will not necessarily be where you want it in the final map.Wolf01 wrote:and the most useful: internal and fully supported grayscale image to map
Also, 16,16,16 is very very hard to see on a correctly adjusted monitor. And yet this is the most critical junction: between land and water.
The PNG map patch has it about right. I like the way I can assign a steady green palette, with blue set as water, and it imports as I see it in PSP.
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Yes, very possible. Possibly also incredibly slow on a big 1024x or 2048x map. On 1024, you would check 1 million tiles, and grow each tree square.Wolf01 wrote:another thing:
is possible to make the trees born from other trees?
yes random trees should appear, but not much than now
my idea is to have a tile with a tree, the tree starts to grow, when the tree is grew enough another tree (or more than one) appear in the same tile or in a near tile
in this way the trees make forests instead of a large area with one tree here and one tree there
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Sure when new map array arrives, greyscale becomes far more relevant. When...Wolf01 wrote:grayscale with the new map array and half heights will help to draw big scenarios in a better way
yes i noticed that checking for each tree will slow down the game, i tested it with a friend in a rts game made with gamemaker, maybe checking some trees only and not all will improve the performance
Its not possible to check some trees. There is no list of trees, only the map. Thus its either check all tiles on the map, or check a random selection of tiles. If random, then its no better than say, my random trees patch. Or its brute force solution; check each tile.

OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
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