Tags: Tales of Trolls and Treasures
<A href="http://www.rpg-project.com/">Trolls and Treasure</A> has updated with a blurb or two about the editor they're working on for the project, as well as a few <a href="http://www.rpg-project.com/pages/shots.htm">screenshots</a> of it in action:
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<div align="center"><A href="http://www.rpg-project.com/pages/shots.htm"><img src="http://www.rpgcodex.com/images/screenshots/trollstreasure/tiny002.jpg" height="150" width="200"> <img src="http://www.rpgcodex.com/images/screenshots/trollstreasure/tiny003.jpg" height="150" width="200"></a></div>
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And here's what they say about it:
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<blockquote>Here are the first two screenshots of the quest generator. In the left shot the map editor is shown. To create the ground appearance, "flags" are used. Each flag fills the surrounding area with one of the 16 basic textures. The texture between two or more flags is calculated depending on the distance to each flag. Every possible border between two different textures is possible and varies from any other. This way smooth transitions are produced.
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In the right shot the object section is shown, in which all objects can be placed. Besides passive objects like trees, "active" ones like chests, waypoints, entrances and so on may exist.</blockquote>
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Yup, those transitions look smooth to me. Nice work!
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<A href="http://www.rpg-project.com/">Trolls and Treasure</A> has updated with a blurb or two about the editor they're working on for the project, as well as a few <a href="http://www.rpg-project.com/pages/shots.htm">screenshots</a> of it in action:
<br>
<br>
<div align="center"><A href="http://www.rpg-project.com/pages/shots.htm"><img src="http://www.rpgcodex.com/images/screenshots/trollstreasure/tiny002.jpg" height="150" width="200"> <img src="http://www.rpgcodex.com/images/screenshots/trollstreasure/tiny003.jpg" height="150" width="200"></a></div>
<br>
<br>
And here's what they say about it:
<br>
<br>
<blockquote>Here are the first two screenshots of the quest generator. In the left shot the map editor is shown. To create the ground appearance, "flags" are used. Each flag fills the surrounding area with one of the 16 basic textures. The texture between two or more flags is calculated depending on the distance to each flag. Every possible border between two different textures is possible and varies from any other. This way smooth transitions are produced.
<br>
<br>
In the right shot the object section is shown, in which all objects can be placed. Besides passive objects like trees, "active" ones like chests, waypoints, entrances and so on may exist.</blockquote>
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Yup, those transitions look smooth to me. Nice work!
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