Re: [tuxracer-devel] Creating new levels (was: (no subject))
Status: Beta
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jfpatry
From: Steve B. <sjb...@ai...> - 2000-03-31 07:55:24
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Jasmin Patry wrote: > It helps (for both speed and memory consumption) to keep the bitmap > fairly narrow -- the width of 48 pixels that you mention above is > reasonable. Well, not if you want more 'wiggly' courses. I think some of the courses you see in (for example) the game "1080" for Nintendo 64 would require much wider maps...and the runs take several minutes to complete. > > Another good thing (i know i'm boring sometimes) could be to specify in > > course.tcl others rgb files to load for others objects (houses, other kind > > of trees etc...) and also specify your code for colors (in your new rgb > > files you would say that a color represent this object etc...). > > Yes, I plan to do something very much like that. :-) I would have thought that positioning 3D features other than simple things like trees would require something other than an image map. I would use a separate text file containing something like: filename X Y Z Heading ...with the 'Y' component being optional to allow things to automatically sit exactly on the terrain at their local origin. It's not as convenient as an image-based approach - but for objects of more complexity than a tree, I think you need a better positioning scheme. > > By the way, tuxracer and tuxaqfh are my 2 favourites linux game projects!!! > > Cool! :-) Double-cool!! :-) -- Steve Baker http://web2.airmail.net/sjbaker1 sjb...@ai... (home) http://www.woodsoup.org/~sbaker sj...@ht... (work) |