Changes

Daggerfall Mod:Land creation notes

9 bytes added, 06:39, 23 February 2013
m
Steps to create a map 'block' or pixel: periods
 
===All Pixels===
#Generate land pixel from [[Daggerfall:WOODS.WLD format|WOODS.WLD]].
#Smooth edges with adajacent pixels.
#Add flats to landscape (trees, bushes, rocks, etc.)..)
#Check for a location within the pixel. Currently, the only known way to do this is to check all the locations within the current region. It may be indicated by the first two bytes in a pixel record in [[Daggerfall:WOODS.WLD format|WOODS.WLD]], but this is not yet confirmed.
##Load just the maptable for the region, if not loaded.
##Check all locations or a pixel-coordinate match.
##Stop search on first match.
 
===Location Only Pixels===
#Load entire location from [[Daggerfall:MAPS.BSA|MAPS.BSA]].
#Smooth appropiate land for location. How to get width/height for location or just smooth entire pixel? Smoothing should not be absolute, there should still be some random 'ripple'. If the entire pixel is to be smoothed, this could be done in [[#All Pixels|All Pixels Step 1]].
#Parse through the object list in the map record (post records).
##Load appropiate [[Daggerfall:BLOCKS.BSA|BLOCKS.BSA]] record.
##Parse [[Daggerfall:BLOCKS.BSA|BLOCKS.BSA]] record, create block D3D frame.
###Load [[Daggerfall:ARCH3D.BSA|ARCH3D.BSA]] object.
###Add object to frame at required position.
##Add block frame to land pixel frame at required position.
Blocker, patroller
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