[MUD-Dev] The Endeavour Map and MUD Applications
justin at mlstoday.com
Wed Feb 16 22:54:52 New Zealand Daylight Time 2000
> Sometime ago, I asked the list about graphic file formats which
> written in an ASCII (as opposed to binary) format so I could
> same goal. I got a lot of help with the best alternative turning out
> the PPM format (for which I again thank the list). This format is
> simple as it defines each pixel as an RGP triplet with a header that
> determines the overall size. The problem is the graphic editor I am
> familiar with (PhotoShop) does not directly support the format so I
> the idea. Recently, I purchased a copy of PaintShopPro which does
> PPM files so the idea resurfaced.
I remember this thread and it was actually quite interesting. The
lied in the abundance of characters that could be used to specify
terrain types and the such.
This new approach you are talking about has some other neat
that I'll talk about below. But since you are making high resolution,
graphics of the world and landscape you also have these available to
> You save the file as a PPM file. A program that parses each pixel of
> graphic creates the initial world, exits from one location to
> defines the elevation.
How does it define the exits. Obviously this is truly a *world*
which every direction can be taken to reach every other direction.
would have to specify quite a bit more to get *real* type exits. For
height field type map there are definitely several programs out that
autogenerate unique worlds. Which certainly makes more sense than
a couple million pixels...
Your overlayed picture approach definitely has its merits... What
propose would be the use of 16 color maps and actually define various
that get transposed.... 16 colors for elevation of certain heights.
16 colors for cities, same for minerals etc... Then the user can ask
certain type of map within the game.
> map geographic
> map mineral
That way you can use the basic set of colors, but you can have 20
types of maps.
Also, have you looked into using a geographic database to create
I've looked into using GIS data to create a MUD exactly like the
defined about 100 regions and then defined programs that would
regions using biological systems. Once I had a fully functional world
GIS data and vegetation data built on top I put about 400 mini ai NPCs
in groups of ten and let them build and populate. It was an ants
behind the glass
type of MUD because there was no PC integration. But it was rather
neat to watch
and the system was there in a way that I didn't need any world
builders to create
areas. After about 3 months all my areas were created.
- Justin Rogers, CEO DigiTec Web Consultants
MUD-Dev maillist - MUD-Dev at kanga.nu
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