Author Topic: Height Factor for maps ( effects map format a bit ! )  (Read 958 times)

titi

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Height Factor for maps ( effects map format a bit ! )
« on: 31 March 2012, 00:22:09 »
In the map editor you can set a Height Factor in ->Edit->Advanced. This factor effects the height differences of a map ( 1 results in very high hill for example ). Up to now you were not able to set a value like 1.5 as this Height Factor was an integer value in the map format.

But thats is what I wanted!
To keep compatibility wiht the map format I kept it as an integer . In the game itself it already was a float value so I used the following trick.
If you now choose a Height Factor of more than 100 its interpreted like this:
For example 150: heightFactor=heightFactor/100 which results in an effective heightFactorof 1.5 .

What do you think ( its in svn )? ( GAE should do this too if we keep it !)
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Ishmaru

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Re: Height Factor for maps ( effects map format a bit ! )
« Reply #1 on: 31 March 2012, 00:58:33 »
Sounds awesome I always wanted numbers between 2 + 3 but how would existing glest maps be read? Or will they all need to be converted?
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Omega

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Re: Height Factor for maps ( effects map format a bit ! )
« Reply #2 on: 31 March 2012, 04:20:41 »
Sounds awesome I always wanted numbers between 2 + 3 but how would existing glest maps be read? Or will they all need to be converted?
To quote Titi:
If you now choose a Height Factor of more than 100 its interpreted like this:
In other words, only height factors greater than 100 are affected, so the existing maps with their single digit height factors are not affected.
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