Mark said: > > It would be trivial to add a field to the map header like 'map_elevation'. It > would also be easy to populate the archetypes with 'sane' elevation values > (mountains are 5000 feet or whatever). Putting set elevations for arches isn't optimal IMHO (besides then you wouldn't it be better to set up a list of values to look up rather then carry the value in the arch (mountain: 5000). The thing is this method ignores relativity - a forest or a lake or a desert on an map with an elevation of 15000 ft should be possible even desirable. Also, I can't see setting a default elevation for arches like floors and stuff. I can picture a routine similar to the way the maps were generated but inside out, where the map base elevations are loaded plotting out a wireframe of the world, then the script finds large groups of arches, plots the middle elevation values of these groups based on the wireframe base elevations and size of the groupings and type of arch and then does this with smaller groups of arches then again with smaller groups ... then builds up more detailed slope informain for the points in between based on the remaining differences. You could use this routine for any world map you like, you could generate another map like bigworld was generated then calculate the average elevations per map and run this script to make the landscape more relative or you could design a world by hand with a rough elevation model (one point per map) and run this to generate a detailed elevatons for you... Also this way you wouldn't have small changes like adding roads or other 'human made changes' (remove the forest arch add a flagstone arch...) require a elevation be changed at all. > > I'm unclear on the idea of dumping the elevation to a file - why dump it at > all then - if this is automatically generated, which is likely to overwrite > existing data, why not just have the weather system itself say 'map elevation > 1234, this is forest, so I should ...) Well i thought that that would be too labour intensive to constantly generate this informaion since it does not change during play - I don't see a need to run the elevation generation routine very often, only when there are major changes to the world map (a new mountain pass, a new lake...large forest or desert created.) The running weather code merely needs to check the elevation of a tile, not modify it. Putting the elevation in a file is just to seperate the per tile elevation from the map to make it mainatainable. I assumed it would be wasteful to store these values in memory and thought it would be pretty easy to have a file or set of files to reference instead (these weather maps could be generated every release or so and shipped out with the worldmaps incidentally to avoid people having to generate them unless they make changes). Really this isn't so much a change to the weather system as it is a change to the initial weather map build routine. It also makes it easy to generate new elevation maps for other areas (perhaps you want to generate an elevation map for the eighth plane of hell map set you are working on...) Also all the other weather maps are generated and stored (humidity, pressure, average elevation), so this would follow with that idea - there is not much use in regeneratin these if the maps havent changed and they should be regenerated if it has changed significantly. > > If these other elevation files are supposed to be maintained, I then really > wonder how likely that is to happen. Map makers making changes may not be aware > of them. And as said, if this is just holding generated data, why not have the > weather system itself generate that data? Maybe I'm missing something there. > That is the point of doing this in the firstplace so that that mapmakers don't have to be concerned/aware of this at all. The weahter system can run almost as it does now except that instead of reading elevation from the worldmaps it can read them from it's elevation map. There would be no changes to the editor and mapmaking procedure at all and little change to the existing weather code. The only difference is that when the world maps are changed enough to warrent a fresh set of data the serveradmin could run the command (script?) to regenerate the elevations so that the wetaher map can reflect these changes. This should be done now anyway now to pickup other arch information such as water percentages for the humidity maps so it is just an extention of existing methods. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel