Drake7707 Posted May 16, 2006 Report Posted May 16, 2006 i was thinking and after i redone the selection part of DCME, i could insert a resize thingy that allows you to resize your bases or anything at all (will be like a pixel resize, with some extra checks like every line that needs to be added will be as previous but check if the next line is more empty than the previous one, that way the walls of the base will stay the same size (i hope) Good idea? or not worth it ?
a dead fish Posted May 16, 2006 Report Posted May 16, 2006 Oh that would definately be a cool function, regardless of how the walls came out.. Kinda like the rotate, you know you're gonna have to go edit it, or at least do some switch/replace... But resizing will at least remove several steps (export to bmp, resize in image editor, re-import, completely retile) and reduce at least some of the tiling... And it could be as complicated or as simple as you want to code it, regardless, it'll still save work...
Drake7707 Posted May 16, 2006 Author Report Posted May 16, 2006 i can't do such thing now in the current state of DCME, i first need to redo the selection part. Once that is done, it will be more efficient and it will be easier to implement new stuff with it, such as resizing. Also some retiling can also be removed when walltiles work. After a series of little implementations and bugs fixed, those 2 things should be the top priority for DCME. Once that is done, which is a major update, it will prolly go to DCME v2.0
»SOS Posted May 16, 2006 Report Posted May 16, 2006 I must admit it seems kind of... useless to me. You could only do 2x increments without distortions. Smaller increments would come out awkward... Have you ever needed to double the size of something? I sure have not. I recommend you spend time on something more productive
Drake7707 Posted May 17, 2006 Author Report Posted May 17, 2006 well when you construct your base with too small passages, it can be bigger by resizing (thats what i had in mind with resizing anyway)
Samapico Posted May 17, 2006 Report Posted May 17, 2006 so it would mostly resize the empty spaces... walls wouldnt have to get thicker
»SOS Posted May 17, 2006 Report Posted May 17, 2006 Which spaces??? You need some smart algorithm to determine that! This kind of work is best done manually. Any kind of algorithm for it would just !@#$%^&* things up. Don't waste time on it. The granularity of map geometry is too big - no, huge even - for it to be possible for practical purposes.
Samapico Posted May 17, 2006 Report Posted May 17, 2006 spaces = tile0... scan each line, count the number of tile0 in a row before it hits a tile, multiply/divide by a certain value, round that up, move the tiles after that and start counting againbetter yet, count the number of tile# there is in a row before it switches tile... that would also stretch walls then do the same thing on the y axis... of course theres no way to make it work perfectly, but it could certainly be done... for example, diagonals would most likely be screwed up... but then you just need to drag another line manually but still, i'd do alot of other things before that
Samapico Posted May 17, 2006 Report Posted May 17, 2006 !@#$%^&*... i think im addicted to this forum... whenever i'm slightly bored I check in every 2 minutes... bleh
Drake7707 Posted May 17, 2006 Author Report Posted May 17, 2006 or a slightly more complicated method is to vector the wall structure, and resize based on that. But like i said before, resize the open spaces, don't resize walls more than necessary. And it's not about if it's a valuable !@#$%^&*et to DCME, i also want to try if i'm able to pull that off
Samapico Posted May 17, 2006 Report Posted May 17, 2006 only resizing open spaces wouldnt work.. you'd have to resize similar tiles in a row as well... a wall that looks like _________ wouldnt be resized horizontally if you resize open spaces only
»SOS Posted May 18, 2006 Report Posted May 18, 2006 It would lead to distortions in any case. But if you have nothing better to do... (cough walltiles cough )
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