I would cry tears of joy if There was a way to import the random maps strait into MT.
The thought of using one of your complex Gargantuan maps manually... makes me shudder. +50 to wolph42's idea
I would cry tears of joy if There was a way to import the random maps strait into MT.
The thought of using one of your complex Gargantuan maps manually... makes me shudder. +50 to wolph42's idea
Thanks for the support post and also thanks for reminding me that I forgot to emphasize an important point:
When using Maptools for this endavour, users aren't 'limited' to the use of MT with these maps. MT (Maptool) has the functionality to export the map as an png. Making the combo the ideal tool to create swift and cewl maps for any user!!
okay, i'll see what i can do. one line per row, tab separated cells, blank = fill, F = floor, D = door ?
>>< drow ><<
Awesomesauce!! And yes. Those are the codes. Might be useful to make a difference between a north south door and an east west door e.g. DN and DE
from your examples, should i be using DT, DB, DL, and DR instead?
are things like secret doors and porticullises indicated differently, or do those all get lumped in as doors?
Last edited by drow; 01-11-2011 at 02:16 PM.
>>< drow ><<
That would be even better. Though I'm unsure how that will turn out. Also for different types of doors you can use different D codes but I need to check which and how exactly. I'll get back to that.
ok, I've got it again. It has been a while since last I worked on this project and I noticed that the online version is 1.0 while on my pc im already at 1.3. I remember getting stuck due to an issue in MT that should be resolved by now, but haven't come round to fix the issue.
Anyway, this is a good opportunity for me to get into the game again.
Here's the deal. Your doors are centered in a cell, while my tool also makes use of the edge of the cell, so you don't only have a square floor but also a wall around it and thus doors inside those walls. Hence the option to put a door at the Top, Right, Bottom or Left side of the cell--> DT,DR,DL,DB. If you can implement that in your code that would be grant.
As for different types of doors, that was what I was working on. currently you set up a list of different doors and the tool picks one at random (or just one type, in which case the whole dungeon will be filled with that). My next step was giving the option to set a doortype: e.g. D1T, D2L --> Door type 1 (e.g. portcullis) on the top side of the cell, Door type 2 (e.g. wood) on the left side. Other functions i was working on are double doors (quite a pain).
So anticipating on that you could indeed render codes like that. In stead of numbers I think that alfa codes should also be possible (A..Z), so portcullis would then become DPT and a wooden door e.g. DWT. Note that the tool is setup in such a way that you can (nearly) completely setup object codes yourself. The only exceptions are F, D, W and L (Floor, Door, Wall and Light). These letters are reserved.
Last edited by wolph42; 01-11-2011 at 02:24 PM.
Its been a while but someone contacted me about my maptool map builder which makes use of your donjon generator. He has created a ruby script that can turn your maps into graphics maps VERY quickly, including vision blocking layers, which is the bomb! In short I'm very excited about this.
However, he wants to take it a step further and also parse the dungeon data, traps, encounters etc. Which can also be stored into maptools. The only thing he need for that is that that data is retrievable in a consistent manner. E.g. also in some txt csv file. The question of course is: are you still interested in doing this?
to jog your memory a bit: http://forums.rptools.net/viewtopic....=16833&start=0
a lot of thanks!!
My Stuff: Dungeon Builder Tool (can be used in conjunction with Drow's Dungeon Generator)