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Isometric Drawing and Dungeon Carving

41 replies · 7,912 views · Started 01 August 2005

looney linklord wrote:well it's not working!
It's in a private beta. You'll see it eventually, when it goes public. 😉 But of course, as usual, the testers must get all the kinks out before that happens, so count your blessings that you're not getting a version as bugged as the testers must wade through.

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[/Exaggeration] ... 😛 The Developers are all extremely competant of course, and don't let many bugs slip in at all.

Technicly this isn't Isometrics. Isometrics is when its drawn at an angle or a slant. Such as this,
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I know. It's psudeo-isometric. Actually, it's more akin to starcraft's (and maybe warcraft's?) way of making maps, without the isometric rotation. Any ideas what to call it? Relational mode, perhaps?

How about "Continuous Carving" and "Dungeon Carving" or something like that. The only thing is though, you'll have to memorize what order each combo gets placed--i could see someone (ah hem...myself!) using this & the wrong corners are being placed when drawing so it would appear to not be working right, but it simply is that the combos are set up wrong.

Carving, or Excavation sounds fairly nice. I mean, you're clearing away excess dungeon wall material, so, ... sure, why not. :shrug:

I mean, Dungeon Wall "Carving" is basically the opposite of what you're doing in Isometric Mode. With Isometric Mode, you're building the interior or something, and with"Carving" Mode, everything else moulds around the shape you're drawing.

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But that was obvious. :sweat:

Seems to me that this creates a sort of maliable terrain, so a term that sounds maliable would be appropriate. Something like 'earth putty' or 'terrain sculpting'.

This will be incredibly useful when making dungeons that aren't just a normal rectangle. I assume this beta is coming out soon correct?

just downloaded zc v2.10w i click on it my screen flickers and an error report comes up on window. currently running winxp w/ pack

I'd imagine that you would need to draw floor/water tiles to the side of both screens where a path meets up. That doesn't seem too bad to me, as much of the tedium of making free-form rooms will disappear.

Well, I'm sure you can just press the cursor up against the edge of the screen, then go to the next screen in question, and go to its respecting partner location on the other edge, and it'll work out anyway. :shrug:

Actually that brings up an interesting question. If I use the isometric mode and draw a lake up to the edge of the screen, does the water look like it is going off the screen, or does it draw an edge there?

Read this:

Yes, the combos have to be in a specific order. All of the combos are water (or path or whatever you are 'carving' with) combos (except for the last one, which is a land combo, and it's type is set to 'none'. The first combo is completely water. The other 46 are water with the following land pieces on them:

Top Right Corner
Top Left Corner
Top Left Corner, Top Right Corner
Bottom Left Corner
Bottom Left Corner, Top Right Corner
Bottom Left Corner, Top Left Corner
Bottom Left Corner, Top Left Corner, Top Right Corner
Bottom Right Corner
Bottom Right Corner, Top Right Corner
Bottom Right Corner, Top Left Corner
Bottom Right Corner, Top Left Corner, Top Right Corner
Bottom Right Corner, Bottom Left Corner
Bottom Right Corner, Bottom Left Corner, Top Right Corner
Bottom Right Corner, Bottom Left Corner, Top Left Corner
Bottom Right Corner, Bottom Left Corner, Top Left Corner, Top Right Corner
Right Side
Right Side, Top Left Corner
Right Side, Bottom Right Corner
Right Side, Bottom Right Corner, Top Left Corner
Top Side
Top Side, Bottom Left Corner
Top Side, Bottom Right Corner
Top Side, Bottom Left Corner, Bottom Right Corner
Top Side, Right Side
Top Side, Right Side, Bottom Left Corner
Left Side
Left Side, Top Right Corner
Left Side, Bottom Right Corner
Left Side, Top Right Corner, Bottom Right Corner
Left Side, Right Side
Left Side, Top Side
Left Side, Top Side, Bottom Right Corner
Left Side, Top Side, Right Side
Bottom Side
Bottom Side, Top Right Corner
Bottom Side, Top Left Corner
Bottom Side, Top Left Corner, Top Right Corner
Bottom Side, Right Side
Bottom Side, Right Side, Top Left Corner
Bottom Side, Top Side
Bottom Side, Top Side, Right Side
Bottom Side, Left Side
Bottom Side, Left Side, Top Right Cormer
Bottom Side, Left Side, Right Side
Bottom Side, Left Side, Top Side
Bottom Side, Left Side, Top Side, Right Side

Basically, it's a binary progression. Starting with the top right corner and progressing counter clockwise, then going through the sides, starting with the right and going counter clockwise. So, there are 8 land pieces to go through. Why, then, aren't there 256 combos? Because a side piece uses up the corners that it touches. For instance, the combo with the left and right sides touching land are touching the top right, top left, bottom left, and bottom right corners, so that one combo is used for 16 different neighboring combo possibilities.

And yes, I was drawing with only one combo, the isometric mode just changed it on the fly as it was being placed on the screen. Also, yes, you could use this for paths, grass, pits, or anything where you have two things that need to smoothly border each other.

As for dungeon walls, if it's a 1-tile high wall, it might work, but the dungeon walls in Zelda are generally 2 tiles high. It may be possible to modify the code to accomodate 2-tier changes like that, but it would exponentially increase the amount of combos you would have to set up (might be worth it, though). In any event, I'll look into it.

Anyway, I've been thinking about this idea for a while now (ever since I first saw isometric maps in StarCraft) and just recently got around to coming up with the algorithm for the combo placement.

Thanks for that but do I do these on the combo pages going across or on the main combo side pannel using each 4 in a row of combo names here for each row?

These three are for Dungeon Carving mode. I'm not sure where my Isometric Mode setup is, but it's surprisingly similar, if not identical to the first part of the Dungeon Carving mode setup. (The "first part" is the lighter areas, ending just before the "X" above the last line of the left column of the dungeon carving areas.)
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