Author Topic: World.dat by Bladum  (Read 30649 times)

Offline bladum

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World.dat by Bladum
« on: November 26, 2014, 09:27:52 pm »
Hi Folks,

World map made in World Edit.

I picked different terrains for map then in vanilla. Below is config file for World Edit. Total 1680 polygons.

terrain #00A000 - 0 Forest
terrain #006000 - 1 Forest Mountains
terrain #00FF60 - 2 Farmland (standard cultivate)
terrain #00FFA8 - 3 Plains / Savannah (cultivate more natural, less human made stuff)
terrain #A0FFA0 - 4 Forest Polar (flat polar terrain + trees)
terrain #A0A0A0 - 5 Mountains
terrain #A0A000 - 6 Desert
terrain #606000 - 7 Desert Mountains
terrain #00FFFF - 8 Jungle
terrain #00A0A0 - 9 Jungle Mountains
terrain #FFFFFF - 10 Polar
terrain #0000FF - 11 Urban
terrain #FFA0FF - 12 Glacier

If you like it do not hesitate to improve the map.

« Last Edit: November 26, 2014, 09:29:39 pm by bladum »

Offline endersblade

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Re: World.dat by Bladum
« Reply #1 on: November 26, 2014, 10:23:17 pm »
Is there somewhere we can compare this to the original?  Or can you screenshot the original like this?

From what I can tell, yours looks to be pretty spot on as far as how the world really is.  I will definitely give it a try!

Offline bladum

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Re: World.dat by Bladum
« Reply #2 on: November 26, 2014, 10:39:13 pm »
new and old


Offline yrizoud

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Re: World.dat by Bladum
« Reply #3 on: November 26, 2014, 11:34:17 pm »
It's lovely, thanks a lot for taking the time to do it.
The custom "terrain numbers", I assume someone needs to produce a matching TEXTURE.DAT ? And a tiny ruleset section for "terrains", to match battle maps with those textures.

Offline Falko

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Re: World.dat by Bladum
« Reply #4 on: November 26, 2014, 11:47:51 pm »
texture dat is easy to make
go here https://falkooxc2.pythonanywhere.com/spriteconvert
Spoileroptional extend textures:
to make more then the 13 existing ones
open options and change
Code: [Select]
- name: KnownFiles2PNG
  maxcolnr: 8
to
Code: [Select]
- name: KnownFiles2PNG
  maxcolnr: 13
then put it in the imageeditor of your choice and add 32 pixelcolumns per new texture
and upload geograph/texture.dat (pallete=ufo-geo)
use it similar to the example here https://openxcom.org/forum/index.php?topic=2835.msg30054#msg30054

assuming if i find my script that read the world dat to get input for the webeditor is anyone interested in an im/export of world.dat data into the webtool?

Offline endersblade

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Re: World.dat by Bladum
« Reply #5 on: November 27, 2014, 06:52:57 am »
That is simply lovely :-)  SO much more detailed than default!

Offline volutar

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Re: World.dat by Bladum
« Reply #6 on: November 27, 2014, 08:03:33 am »
Really there was no real point to subdivide polies on vast unicolored areas (and multiply their count by that).
OXC feels ok with large flat polies, they are shaded with per-pixel algorithm, not per-surface, as in vanilla.

Actually it woudl be more nice to subdivide surfaces near poles, since they looks weird on sharp angles. And they were not even touched here, as far as I see.

bladum, did you take globe made by me and moriarty as your base?

endersblade, there was already detailed map, for years (https://openxcom.org/forum/index.php?topic=543). This "project" is mostly about expanding terrain types, and details of terrains.

P.S. I might edited my high-detailed version myself and didn't post it here.

Problem in this Hi-def maps for openxcom, is that there's no good way to show them when they it's zoomed-out. All these details are just glued together and causing "solid" surface without any details (land has priority over the sea).
« Last Edit: November 27, 2014, 08:21:37 am by volutar »

Offline kkmic

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Re: World.dat by Bladum
« Reply #7 on: November 27, 2014, 10:46:20 am »
The polar regions seem to use the wrong textures.

Offline bladum

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Re: World.dat by Bladum
« Reply #8 on: November 27, 2014, 11:37:17 am »
Reason to use more detailed World are:

With current version of oxc:
- use geoscape resolution x2, which makes all small islands etc looks nice,
- use more complex areas of specific terrain like mountains in Europe,
- use urban terrain close to cities that could be also used in crash sites not just terror missions,
- create special terrains for special kind of missions that could be similar in look on world map as other terrain but would go to special battlescape terrain. For example Mu Jungle or Altantis.

With future versions of oxc:
- more realistic model of weather, where snow covers some specific areas. Simple way to implement this i explained in suggestion section.
- feature to let aliens change single polygons of terrain into their native terrain, for example Mars. This would be similar as Star Ghosts or Biomass from other alien games.
- terraforming process by aliens by harvesting mission. Forest would be reduces to farms, farms to plains, plains to deserts. This is only for visual reason.



Offline yrizoud

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Re: World.dat by Bladum
« Reply #9 on: November 27, 2014, 01:28:26 pm »
Urban to Ruins would be pretty immersive.

Offline bladum

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Re: World.dat by Bladum
« Reply #10 on: November 27, 2014, 01:46:18 pm »
@volutar

i made my own world from scratch based on some google maps

Offline Hobbes

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Re: World.dat by Bladum
« Reply #11 on: November 27, 2014, 03:10:59 pm »
Hi Folks,

World map made in World Edit.

I picked different terrains for map then in vanilla. Below is config file for World Edit. Total 1680 polygons.

terrain #00A000 - 0 Forest
terrain #006000 - 1 Forest Mountains
terrain #00FF60 - 2 Farmland (standard cultivate)
terrain #00FFA8 - 3 Plains / Savannah (cultivate more natural, less human made stuff)
terrain #A0FFA0 - 4 Forest Polar (flat polar terrain + trees)
terrain #A0A0A0 - 5 Mountains
terrain #A0A000 - 6 Desert
terrain #606000 - 7 Desert Mountains
terrain #00FFFF - 8 Jungle
terrain #00A0A0 - 9 Jungle Mountains
terrain #FFFFFF - 10 Polar
terrain #0000FF - 11 Urban
terrain #FFA0FF - 12 Glacier

If you like it do not hesitate to improve the map.

This is interesting since it allows for a more efficient use of the texture system and a more realistic distribution of the terrains.

But at the same time, if I used this for the Terrain Pack, quite a few terrains would be dropped like Atlantis or Mu. Trying to use those for special missions really doesn't work with me: I'm not interested in 'improving' the game with new features like new missions or special terrains but rather keep the gameplay as it is, while adding some variety to the environment, since most changes proposed will a) never be implemented or b) detract from the original game's back story.

One final comment about the polygons for the Urban terrain: they are too few. In the US they are limited to the New York - DC, and areas like Chicago, LA and others are not represented and I could think of several other areas in other countries (Moscow, Istanbul, Cairo, Mexico City) where they could be included as well.

Offline Hobbes

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Re: World.dat by Bladum
« Reply #12 on: November 27, 2014, 03:50:03 pm »
Another thing about the polygon distribution: there are no glaciers in the Arctic since it is all floating ice.

Offline Hobbes

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Re: World.dat by Bladum
« Reply #13 on: November 27, 2014, 04:41:22 pm »
The polar regions seem to use the wrong textures.

The issue is that the texture numbers have assigned textures on the TEXTURE.DAT file:



So assigning texture #10 to Polar gets you that result on the new globe. It would required to create a new TEXTURE.DAT file to get a better color match for the textures since I'm not sure you can define those in the ruleset.

I may try to use new version of the Globe later on the Terrain Pack, since updating the Globe has been on my list of things to do, but getting proper textures would be something that needs to be worked out.

P.S. I might edited my high-detailed version myself and didn't post it here.

Problem in this Hi-def maps for openxcom, is that there's no good way to show them when they it's zoomed-out. All these details are just glued together and causing "solid" surface without any details (land has priority over the sea).

Volutar, can you post a pic? I've downloaded your version but I can't figure out how to visualize it.
« Last Edit: November 27, 2014, 04:51:11 pm by Hobbes »

Offline bladum

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Re: World.dat by Bladum
« Reply #14 on: November 27, 2014, 07:15:25 pm »
how to edit TEXTURE.DAT ? i tried to use gif

  - type: TEXTURE.DAT
    subX: 32
    subY: 32
    width: 428
    height: 98
    files:
      0: Resources/terrain.png

but all i got is mess on geoscape.