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Sand transitions

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Author Post
Member
Registered: Jun 2010
Posts: 6
I made some dungeon1 - sand transitions.
Just let me know, if these are OK, or need some correction.
Hope it will be useful to someone.

Also ... I made it with a script, so I can make other transitions easily, if anyone interested.

Demo:
User posted image
User posted image
User posted image
Etc.
All of them ziped
Moderator
Registered: Feb 2009
Posts: 135
Fantastic job. These need to be added.
Administrator
Registered: Jan 2007
Posts: 370
Location: Canada
Looks good Ruthion. Can you try to make it into a set, so we can see how they are connected.
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Administrator
Registered: Jan 2007
Posts: 418
Location: Franklin, Indiana
awesome indeed
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GoB - One Name. One Legend
Administrator
Registered: Jan 2007
Posts: 370
Location: Canada
Ok, they are implemented now. Thank you, Ruthion.
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Moderator
Registered: Nov 2009
Posts: 20
Location: Germany
it would be very great and generous if you may share the script ... so anybody can play wit hit and push neab to a new graphical dimension.
... very good work !
Member
Registered: Jun 2010
Posts: 6
Why not ...
The script is pretty simple and require a set of masks, they determine how the two tiles are mixed.

Script and masks
Moderator
Registered: Nov 2009
Posts: 20
Location: Germany
very very nice .. thank a lot for this!
i will check out your script and maybe we can integrate it to the engine to create tiles needed on the fly .. just an idea .. but over all it helps a lot by creating new tiles .. specially for none grafic experienced users like we coders *G*

again .. thanks a lot!
Moderator
Registered: Dec 2009
Posts: 98
Location: White Sands, NEaB
erm how exactly does the script work??
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User posted image
Member
Registered: Jun 2010
Posts: 6
It takes 2 pictures and a mask. For each pixel of result image - if mask pixel is black, color is taken from first image, if mask is white, color is from the second image and if grey, colors are mixed.
This repeats for every pixel of the result image.
This repeats for all masks.
Moderator
Registered: May 2008
Posts: 139
Location: Nowhere Else and Beyond
This is awesome!!! Thanks so much, ruthion, I really like the new tiles!
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User posted image
Moderator
Registered: Dec 2009
Posts: 98
Location: White Sands, NEaB
well i actually meant how do i get it to work, as im an awful person at computer lingo i dont understand that a script is simply plug and play :P but thanks for those instructions

P.S. is there a simple interface for it?
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User posted image
Member
Registered: Jun 2010
Posts: 6
Sorry, no interface. Maybe I'll add later, but now I have too much work. Just run it in the same directory, where images are located. You also must have write rights to the directory.
You can run it in two ways:
1. Upload to web server, (set directory access to 777), enter in browser <your web server address>/trans.php
2. From command line (with php installed on your computer):
php trans.php
In both cases the result images should be created now.

This line defines the two source pictures (line no. 60):
CreateAll('0000sand.gif', '1111dungeon1.gif');
Masks must have names like mask####.gif
Result images are saved to files ####.gif
Moderator
Registered: Dec 2009
Posts: 98
Location: White Sands, NEaB
ok i'll try this if i ever figure it out... may take a few days

and thanks for telling me how to use it
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Support forums » NEaB » ISLAND MANAGING » Sand transitions