Mapping out The City. - by Digital Nightfall
Beleg Cúthalion on 19/8/2008 at 06:21
Not me. :erg:
I still want to read through the journal once more in case there is information about the three maps, but I haven't had the time and the right PC where the two files are. :tsktsk:
Briareos H on 19/8/2008 at 12:46
I have been doing a little impression of what a realistic-looking map could look like. I'm still working on the outline of the city, especially after seeing the beautiful city map from (
http://ttlg.com/forums/showthread.php?p=1757399#post1757399) COSAS Mission X. Namely, I'm planning to change the eastern seaside of the city to look a bit more varied. Then, the plan is to use building "bricks" that I used to make "Ambush!" to recreate the missions one by one. For this I'm working on the maps from the (
http://thief.wikia.com/wiki/Mapping_the_City) Thief Wiki, I also used (
http://ttlg.com/forums/showthread.php?p=1725215#post1725215) MorbusG's creations as well as Dromed for the texture placement. Once the missions are done, I want to complete the city with the same technique (and probably base a few locations on FMs) and finally add the polish (quarter and street names for instance).
[CENTER](
http://anodal.org/citymap/citydemo/) OpenLayers based demonstration map (click for web-based map)
Inline Image:
http://anodal.org/threadthumb.jpg[/CENTER]
How to Use :Just click and drag with the left button. Double click zooms, as well as the scroll wheel. The blue little "+" on the right is the Layer Selector, I included the "realistic" impression as well as the basic, untextured render from Inkscape.
Also, try to click on the Mission Marker.
How it was done :The most crucial part of the map is an Inkscape SVG file. It's a layered vector file containing the outline of the map as well as the buildings. What changes how it looks like is the set of references to textures outside the file. The "Basic Layout" map was done with an empty set of textures. The "Realistic Render" map was done with a custom set of textures done both by myself (grass and 12000x9600 background) and by Vigil (roof and pavement). (
http://anodal.org/thecity_notex.zip) Here is the Inkscape SVG with the empty set of textures, so anyone can have a look and/or start their own project from it.
I think it's very important we all use the same basic layout for the outline of the city for whatever our project, so we can combine them all in one place eventually, so in addition to showing the tinkering I did with a realistic impression, I would like to start a debate on whether we can reach a consensus on this particular point. As I said earlier, when I get the time I will change the eastern seaside part, so don't take this demonstrator as a firm proposal for the outline.
How the internet magic works :I'm using OpenLayers, which is an open source alternative for Google Maps. It allows layers, markers, vector data on top of it (to investigate during the cleanup/polish phase), I use it to display tiles generated from the full resolution composite map so that the bandwidth and memory required at any level of zoom remains constant. Plus, it can look pretty nifty.
So anyway, here you go. I didn't intend to show it at such an infant stage but it's true that no one knows who's working on whatt so I will at least initiate the outline discussion.
Today's a busy day, I'll resume work on it tomorrow.
Doc_Brown on 19/8/2008 at 13:47
This. Is. Fantastic.
:thumb:
Beleg Cúthalion on 19/8/2008 at 17:08
Simply great. Even with only one map it's already fun to look for certain places. By the way, would it be possible to include a photo layer with screenshots from above? Hybrid mode and that stuff?
Briareos H on 19/8/2008 at 17:51
Yes you can have any kind of bitmap overlay and as many of them as you want. However, there is a problem when it comes to using an alpha channel embedded in an overlay : as long as you have 1-bit transparency (GIF, 8-bit PNG) everything is fine, but an alpha-ed PNG will not display correctly on IE6 and lower. Whether the street and quarter names will be in a transparent PNG overlay in the final map, for instance, will depend on whether we want to keep compatibility with those deprecated browsers.
I don't know if it will be easy to add a "screenshot" layer. In dromed, whenever I try to take the camera above the tallest building to get an overview, the 3D window goes black. But my knowledge of dromed is admittedly very poor...
Beleg Cúthalion on 19/8/2008 at 19:32
It should work in T3Ed at least (with switching off the fog of course). After all it was just an idea, so in case someone wants to create a patchwork image for DromEd missions... :erg:
z-vap on 19/8/2008 at 19:33
Wow that IS amazing.
Just think... in the near future... "The City Map" with Street View!!! :)
theBlackman on 19/8/2008 at 22:05
Quote Posted by Briareos H
[...]
I don't know if it will be easy to add a "screenshot" layer. In dromed, whenever I try to take the camera above the tallest building to get an overview, the 3D window goes black. But my knowledge of dromed is admittedly very poor...
If the window goes black, you are most likely too high. Some buildings don't have "tops" as we know them. They are one side of a AIR space and have texture but no dimenions (except heighth and width) so you actually go into the solid block that you carve the mission from.
For all practical purposes, the DROMED world is a solid cube of stone that is 2000 units by 2000 units by 2000 units. To make the mission you cut spaces (Air blocks) out of the stone, and then add solid blocks inside that air space.
Take a look at KOMAG's tutorials. (
www.keepofmetalandgold.com) has them and the first few pages will give you the idea. The SKY over the building may, in fact, be the inside CEILING of the airspace, and the building a texture on one of the walls and have no real dimensions.
To get above a building, the building must stop before the SKY begins, and many do not.
Briareos H on 19/8/2008 at 22:21
Thank you, I suspected as much. And I can confirm that in Ambush!, the roof of the tallest buildings hasn't been separated from the ceiling block.
jtr7 on 19/8/2008 at 22:55
I completely understand wishing for a more matured product to show, but this teaser is very appreciated and exciting. I'm glad I was able to view this version, as I couldn't see more than a white window before.
Very nice, Briareos! Lots of good ideas.:cool: