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#1 |
Dungeon Master
![]() Join Date: March 18, 2001
Location: Alamo, CA, USA
Posts: 52
|
I am not sure I fully understand how overland maps work in DC. In FRUA there were four slots which could be used as overland maps with entry and exit points designated, zones and special encounters, etc. Are overland maps treated as another level in DC? If so, how does one designate an overland map rather than a normal level? I have several overland maps ready to go (currently in BMP format)which I would like to test out in DC. Depending how the tests go I would upload the maps for others to use.
------------------ "Things should be made as simple as possible but not simpler." |
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#2 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
|
Someday I really will write that help manual...
From the level list dialog (Level->Level List), pick a level and press the 'Properties' button. Select 'Wilderness', then load your background overland image using the button next to it. DC will automatically calculate the map width/height, as each map cell is 16x16 pixels. Once loaded, the background image will appear on the map editor. You can then place zones, events, blockages, just as you would on a dungeon map. ------------------ CocoaSpud Dungeon Craft Development Team http://uaf.sourceforge.net |
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#3 |
Dungeon Master
![]() Join Date: March 18, 2001
Location: Alamo, CA, USA
Posts: 52
|
Thanks very much for the explanation I will try it out tonight. If it works out I'll upload the overland maps for others to use if they wish.
------------------ "Things should be made as simple as possible but not simpler." |
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#4 |
Dungeon Master
![]() Join Date: March 18, 2001
Location: Alamo, CA, USA
Posts: 52
|
I tried to import additional overland maps into my module as you suggested. Everything worked but the colors changed, I have to find a way to stabilize the colors on import. If you have any suggestions let me know? (The file is in BMP format by the way.)
------------------ "Things should be made as simple as possible but not simpler." |
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#5 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
|
DC does color format conversion when the image is loaded, but only if the color depth of the image does not match your current screen settings. When the conversion is performed, native Windows functions are used to do it. It is usually a fairly decent result.
I have encountered some unusual BMP file formats that don't load like they should. Try loading and saving your file using the Windows Paint program. It might reset the BMP headers to standard values if they are not already. Also, make sure the DPI is set to 72. Perhaps saving the file in a different format will help, especially if the BMP format truly is somehow different than what DC expects. Probably none of the above will help, but maybe. ------------------ CocoaSpud Dungeon Craft Development Team http://uaf.sourceforge.net |
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#6 |
Dungeon Master
![]() Join Date: March 18, 2001
Location: Alamo, CA, USA
Posts: 52
|
What are the parameter for an overland map in pixels?
------------------ "Things should be made as simple as possible but not simpler." |
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#7 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
|
The image should be a multiple of 16 pixels in both directions. Each map square is 16x16. DC will compute map dimensions based on (image width)/16 and (image height)/16. Any extra pixels on the right or bottom won't be reachable by the party but they won't hurt anything. The maximum map size is 100x100 squares, and the largest overland map is 1600x1600 pixels.
------------------ CocoaSpud Dungeon Craft Development Team http://uaf.sourceforge.net |
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