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Messages - Lambchops

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976
Cartography & Custom Maps / Re: The original Canals.pud
« on: February 22, 2018, 07:47:06 AM »
Not hard to change file dates btw

977
Cartography & Custom Maps / LEGO Garden of War
« on: February 21, 2018, 03:27:24 PM »

GOW players might find this interesting.

 :critter:

978
my <3 for babyshark is deep.

I would be willing to chop every tree as an individual tree (no double chopping)  .. AND spend the extra time to go fort as efficiently as possible to maximize gold/wood production.

respect

979
Server.War2.ru / Re: Claw running with his chickens
« on: February 20, 2018, 08:39:45 PM »
Wonderful moustache


Hehe I have a collection of early borat. Some of the original ali-g stuff was inspired. The movie had its moments but was pretty weak in comparison.

980
wow that's 129k wood. That's a lot of wood you are offering tk...

the amount of wood depends on how you harvest it... chop players know these things ;)

981
General Discussion / Re: how to feel a tree...
« on: February 20, 2018, 04:39:17 PM »
lambchops is in aus

Yes and sadly our prime-ministers have a long standing tradition of kissing US president's asses regardless of the policies involved. I'm all for good relations with the US generally, but not just being mindless flunkies, which is the default position here. We already have an orange-headed american clown selling us big-macs. One is enough.

982
Flame Wars & Offtopic / Re: Polish patriotism/worship thread
« on: February 20, 2018, 06:32:28 AM »
You're a fucking retarded Pollock who comes to the Warcraft 2 forum to try to convince everyone your shitty mud puddle of a country is worth a shit lol.

That's a bit unfair. I'm sure there are many intelligent, decent poles who aren't retarded chicken-fiddling nazi stooges. It's unfair to denigrate Poland just because one of them is.

983
General Discussion / Re: how to feel a tree...
« on: February 20, 2018, 06:22:43 AM »
Trump is a conman from queens.
It is no surprise that nobody in NY votes for him, they all know his type.

Like most snake oil salesmen he has to travel out to bum-fuck hicksville to find fresh suckers. That's where all the Trump supporters are, but he remains a city-slicker conman.



984
Mods & Development / Re: Nerd's Corner
« on: February 19, 2018, 03:13:46 PM »
Almost ready for an alpha test of the basic editor. Have the terrain / terraforming / unit placement working reasonably well. Everything works at any zoom, so you can even view a large map full screen and still edit it. Can place half terrain tiles - like thin rivers etc.  :fro:

Havn't done a mini-map yet and it really doesn't need one - you just zoom in/out with the mouse wheel at any time. Will probably add one at some point I guess but it's not at the top of the list.

Still have a half-page TO DO list of things to tweak. Hopefully I'll get those done tomorrow then I'll need some testers (@easycompany and @tupac spring to mind :) ).

Still haven't done any unit editing - starting conditions ... etc. etc. although all that + all the tricks can be added once the basic GUI is nice and tight....  At the moment it does pretty much everything my old editor can't do and none of the things that it can lol.

 :critter:







985
General Discussion / Re: how to feel a tree...
« on: February 19, 2018, 03:13:22 PM »

Thanks woot.  ;D

That is just awesome.

this one is a classic too:

Donald Trump's Speeches As An Early 2000s Emo Song - YouTube


BTW: Just paste in the normal link, the embed ones don't work

986
We all love brother Kyle, not only is he a good person, but the consensus greatest Warcraft 2 player of all time

Pretty sure Katy Perry pwns his noob ass ;)

987
Apologies. 5:50am here and if im still awake in 2 hours when its 5pm there I don't think I'm going to have any brain cells left for a tourney. But gl and hf all  :)  :critter:

988
Mods & Development / Re: Nerd's Corner
« on: February 17, 2018, 02:47:47 AM »
CALCULATING  TERRAIN TILE VALUES

So I'm up to the terraforming bit of this whole map editor thing, and this is as good a place as any to document it as I go. The wc2 game background is made up of blocks of 8x8 pixel data that are constructed into 32x32 pixel 'tiles'. The tile value for each map location is stored as a 16 bit value in PUD files (MTXM section).

I use 3 letter abbreviations to denote the different terrain types as follows:

Code: [Select]
LTW - light water
DKW - dark water 
LTM - light mud(coast)
DKM - dark mud 
LTG - light grass
DKG - dark grass
TRE - trees
ROC - rocks
HWL - human wall
OWL - orc wall

Each 32x32 tile can be made up of either 1 or 2 terrain types. Tiles with only 1 terrain type I call solid tiles. Tiles with 2 terrain types I call border tiles.

NUMERICAL FORMAT

All tiles are stored as 16bit values, with the information encoded as a sequence of nibbles (4 bits). There are multiple versions of each tile which have slightly different graphics to create a more natural look to the map. For all tiles this pictorial variant is stored in the least significant nibble (bits 0-3) and these 4 bits have no other relevance to the game mechanics.

Code: [Select]
i.e.
0x0050 LTG variant 0
0x0051 LTG variant 1
0x0055 LTG variant 5
etc.

"FILLER" TILES

The light and dark mud and grass tiles have variants depicting objects - rocks plants skulls etc. numbered as follows:

Code: [Select]
LTG/DKG - 0-2 Plain Solid
LTG/DKG - 4-9 Filler Solid
LTM/DKM - 0-3 Plain Solid
LTM/DKM - 4-B Filler Solid
i.e. 0x0057 = LTG 4th filler tile (the one with the big rock)

Unused values for the variant nibble will be mapped as repeats of the other solid tiles.

SOLID TILE VALUES
Code: [Select]
0x001v - LTW
0x002v - DKW
0x003v - LTM
0x004v - DKM
0x005v - LTG
0x006v - DKG
0x007v - TRE
0x008v - ROC
0x009v - OWL (Single)
0x00Av - HWL (Single)
0x00Bv - OWL (central)
0x00Cv - HWL (central)
Where v designates the graphics variant.

SOLID WALL VARIANTS

Code: [Select]
v=0-1 Full
v=2   Damaged
v=3   Full
v=4   Destroyed
v=5-F Full

BORDER TILES

Border tiles are made up of 2 different terrain types. Not all terrain can co-exist on a border tile. Acceptable combinations are:

Code: [Select]
Value    (0) (1)
0x01Lv - LTW/DKW
0x02Lv - LTM/LTW
0x03Lv - LTM/DKM
0x04Lv - LTM/ROC
0x05Lv - LTG/LTM
0x06Lv - LTG/DKG
0x07Lv - LTG/TRE
Where v designates the graphics variant.
Where L designates the layout.

For border tiles the 2nd nibble represents the layout. Each bit in the nibble represents one quater of the tile.

Code: [Select]
  bit0 - bit1
   |      |
  bit2 - bit3

So for a grass/tree border tile like this:

Code: [Select]
TG
TT
(all trees except grass in the top right)
the bit values are

Code: [Select]
10
11

= 1101 binary

as border tile layouts dont represent solid tiles, the first value is 0001 not 0000 - which would be solid, however they are stored starting with 0 so at this point all values must have 1 subtracted from them

= 13 - 1
= 12   ( 0x0C )

so using 0x07Lv - LTG/TRE

this tile would be 0x07C0
or 0x07C1 for the other variant.

*border tiles have 2 variants each for corners and 3 variants for straight edges.

JOINED WALL TILES

Code: [Select]
0x08Lv - HWL Joined
0x09Lv - OWL Joined

The layout of joined wall tiles:

Code: [Select]
BIT  2
   3 # 1
     0

So for a 3-way join between walls left, right and below we need bits 3,1,0... so:
binary 1011 = decimal 11 (0x0B) -1 = decimal 10 (0x0A)

so OWL like this:
Code: [Select]
###
 #
= 0x09A0

*corners/joins have 1 variant straight joined walls (above&below or left&right) have 2 variants.


989
That much beer and you're not giving anyone all the wood  ;D

990

Coming soon: Lambchops thinks he's better than swift at mario-kart


... ima get all gangsta and put up a badass hip-hop challenge rap vid with me wearing gold chains and jeans that show half my arse-crack. Will post soon - just doing final mixdown  :pig:

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