Results (121 - 130 of 166)
- #944: enhancement: [ATLAS] Apply image to terrain / import heightmap (closed: fixed)
- ... r if we could overlay map textures on the terrain and paint elevation accordingly. We could also add an import heightmap feature, where an existing bitmap image gets interpreted as heightmap data. http://www.wildfiregames.com/forum/index.php?showtopic=14959
- By Sep 3, 2011, 12:46:42 AM —
- #942: enhancement: [PATCH] Improve Atlas toolbar (assigned)
- ... g. paint, modify elevation, transform object). Do we need all the tool buttons? * Investigate [http://docs.wxwidgets.org/trunk/classwx_aui_tool_bar.html wxAUIToolbar], it's more complex so more likely to have bugs, but does supposedly offer advanced featur ...
- By Sep 3, 2011, 12:01:32 AM —
- #930: enhancement: [PATCH] Incremental update of pathfinder's passability grid (closed: fixed)
- When there is changes of the terrain or passability obstructions on the map, the pathfinder has to update a tile based representation of the world. This grid of tiles is needed by the long pathfinder to compute speedily long range paths. ...
- By Aug 17, 2011, 3:58:03 PM —
- #892: enhancement: Add paths to random maps (closed: fixed)
- One thing missing from the [wiki:Rmgen_Library rmgen API] is the ability to place paths. Paths are conceptually a line connecting two points, with some parametric variation in curviness. They can be used for roads, rivers, and many other t ...
- By Jul 11, 2011, 12:31:27 AM —
- #849: defect: Assertion failed error when trying to save a map in Atlas (closed: fixed)
- ... 0x00648748 -> m_Elevation = 0.785398 (0x3F490FD8) m_Rotation = 5.497790 (0x40AFEDE5) m_TerrainShadowTransparency = 0.000000 (0x00000000) m_SunDir = X = -0.270597 (0xBE8A8BC0) Y = -0.923880 (0xBF6C835E) ...
- By May 8, 2011, 10:30:24 PM —
- War_Story: [[TOC]] == INTRODUCTION == This document's intended purpose was to ...
- ... ill be seen attacking enemies, and benefit from the tower’s elevation and defense. == DEFENDING THE WALLS == Ah, and not a moment too soon. A couple of enemy scouts are spotted on the edge of my now enhanced Line of Sight. A steady stream of arrows rain down upon my enemy. The arrows are fairly in ...
- By Feb 16, 2011, 7:38:54 PM —
- List:_Maps:_Types:_Temperate: [[TOC]] = 3.2. Temperate = == Region: == Europe north of the Alps. ...
- ... == === Elevation Meshes === * Primary (Lowlands). * Secondary (Midlands). * Tertiary (Highlands). * Quaternary (Ocean Floor). === Terrain Textures === * DIRT1 * DIRT2 * GRASS1 * SAND2 * FORFLOOR2 * ROAD1 * ROAD2 * WATER1 * WATER2 * ...
- By Nov 8, 2010, 4:10:08 AM —
- List:_Maps:_Types:_Steppe: [[TOC]] = 3.3. Steppe = == Region: == Those lands north of the Black ...
- ... * Some conifer groves atop low hilltops to moderately high elevations. * Mainly a plain to rolling hills aspect * ''Steppe'' biome maps are limited to an elevation height of mid-level and below, low level. * May snow frequently in winter. * Ice floes can appear in winter. * Infrequent rains du ...
- By Nov 8, 2010, 3:44:39 AM —
- List:_Maps:_Types:_Special: [[TOC]] = 4. SPECIALTY OR CUSTOM MAP TYPES = [[BR]]''Specialty'' maps ...
- ... === ==== Elevation Meshes ==== * Primary (Lowlands). * Secondary (Midlands). * Tertiary (Highlands). * Quaternary (Ocean Floor). ==== Terrain Textures ==== * TBD. ==== Flora Tree Objects ==== * TBD. ==== Flora Plant Objects ==== * TBD. == ...
- By Nov 8, 2010, 3:37:37 AM —
- List:_Maps:_Types:_Semi-Arid: [[TOC]] = 3.7. Semi-Arid = [[BR]] == Region: == Represents such as ...
- ... * Also note that ''Semi-Arid'' biome maps are limited to elevations heights of mid-level and below, low-level about oases in the desert, or marshes, lakes and ponds that may appear at either side of a river course and not far from it. * If there are parallel rivers on the map there are no upland ...
- By Nov 8, 2010, 3:34:19 AM —
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