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DarkBASIC Professional Discussion / ugly transition, matrix tiles

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qwe
22
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Joined: 3rd Sep 2003
Location: place
Posted: 3rd Aug 2010 17:57
i'm not talking about the lines between the grid squares... i know that's due to bleeding from the other texture(s) on the full matrix texture file. i'm sure a search will help with that

tiles of a certain height appear rocky (mountain ranges). but it's a very sharp transition from grass to rock. i was thinking of going through each tile... if it is mountain texture, and there is a grass texture on any side of it, change the grass texture to a transition texture between grass and rock?

how do you guys mess with matrices if you do at all?
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 3rd Aug 2010 18:32
This is what I tend to do, attached a tile sheet for a matrix/2D terrain. I made a program years ago called VanTRANS, which uses masks to control the transition - but usually your better off doing it 'by hand'. I tend to get repeating textures for each element, then in the art package have them as layers, and painstakingly delete parts of layers. Often it's a good idea to lay out roads and solid bits in single colours, then use them as a guide.

It takes practice to keep it neat, and it's time consuming - but it would be no fun if it was too easy. Notice that my tileset is a weird size, I think the tiles are 30x30 or something like that - this is so I can add a single pixel border all the way around, then use the matrix trim to account for the border - which is made from the edge pixels of each tile. This will help me avoid the bleed lines along the edges of tiles. Will probably do that with code, so the tileset can be edited freely. It's part of a tutorial thing I'm working on - Zelda style game with editor, might interest you, probably have it done in the next week or so.

Health, Ammo, and bacon and eggs!
qwe
22
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Joined: 3rd Sep 2003
Location: place
Posted: 3rd Aug 2010 18:46
awesome

i wasn't sure if having so many tiles would slow down the computer too much. i just have four at the moment but i'd probably need at least 16 to include transitions

my map is a physical map of europe (and i'll make modifications after game is complete aka other technology periods/units and maps and scenarios/wars) so luckily i have no need for roads, and railroads if included will be .x models layed out by way of code
qwe
22
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Joined: 3rd Sep 2003
Location: place
Posted: 3rd Aug 2010 19:16
my computer is being weird

it will compile in debug mode and run, but otherwise "undefined parser error" no error line or anything. and i don't think i changed anything unless i added a letter somewhere on accident but why would it compile with f6 and not f5?

the only code that could have been changed (the main code) is first 74 lines if anybody has coffee and time lol
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 3rd Aug 2010 19:40
I don't think it's your code, I tested it and it worked fine, so I'm thinking it might be your version of DBPro. What update are you on?

Health, Ammo, and bacon and eggs!
qwe
22
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Joined: 3rd Sep 2003
Location: place
Posted: 3rd Aug 2010 22:17 Edited at: 3rd Aug 2010 22:18
i just needed a restart

it was spazzing out. it started after i absent mindedly was working on the project in two DBP's at once

human error as usual

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