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Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
01-11-2002 06:02 | www
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#1 | report |
Terrain borders Browse Apolyton AD-FREE


If you haven't seen Kull's thread about adding rivers yet... I got a little carried away with testing how the river-adding thing works, and later if I could posibly use this to add more terrains.

And then I found out a nice property of the dithering image. I don't know if it's been discovered before, but I thought it was nice enough to share...

Look here...

Attachment: fence.jpg
This has been downloaded 330 time(s).

Last edited by Mercator on 02-11-2002 at 03:55

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
01-11-2002 06:13 | www
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Doesn't that look nice?

I'm sure someone could use this. It basically allows you to "fence off" the different terrain types.

The use is rather limited though, the bottom line of a tile is invisible (that goes for all graphics, actually), there's no extra space above the tile, and the dithering image seems to have to rather weird ways with colors.

Erm... Yes... not to mention the horrific side-effect for black (= unexplored) squares with this graphic ... Which I didn't show you, or you might have dismissed the whole idea straight away . You'd have to find out for yourself.

Here's the image used to create the above... Instead of the normal dithering graphic. That is, the little pink tile with the black dots on it in the lower-left corner of the terrain1.gif/bmp file that controls how different terrain graphics flow over into eachother.

Attachment: fence.gif
This has been downloaded 328 time(s).

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
01-11-2002 08:19 | www
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Hmmmm. I can think of one use - Borders between Civs. It wouldn't work in all cases, and you'd have to do some serious planning - but this sure seems intriguing. Even if it shows up in unexplored terrain, that's not necessarily a bad thing. In ancient times, civs had a more-or-less rough idea of everyone else's location, they were just unclear on the details. This could mimic that semi-knowledge in a way the "purely unexplored" graphic does not. (Just how "horrific" IS the side effect??)

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
01-11-2002 08:43 | www
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You see the dark purple triangles above the central magenta tile in the second image I posted? These show up white... for every unexplored square (including map edges)!

There might be a way to fix that, but I haven't found it yet.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
01-11-2002 09:00 | www
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Yes, that would qualify as "horrific"!

Still, most modern scenarios (the ubiquitous WW2 genre in particular) make little or no use use of the "Unexplored Terrain", so "border" would still work for most of them. It IS odd that no other "terrain type" is affected by this.

Speaking of esoteric....is it possible that "unexplored" could be given features of it's own such as food or trade? (I suppose a special graphic would be impossible as the color is probably based on a single standard pixel.)

Conversely, is it possible to make it "insensitive" to unit vision? That would allow for the creation of a permanent fog - and the potential for other uses is almost endless. (especially for fantasy and sci-fi scenarios)

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
01-11-2002 17:54 | www
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Remove this text


quote:
Originally posted by Kull
It IS odd that no other "terrain type" is affected by this.


Yes... it must be a result of the way Civ2 handles this dithering graphically.

quote:
Speaking of esoteric....is it possible that "unexplored" could be given features of it's own such as food or trade? (I suppose a special graphic would be impossible as the color is probably based on a single standard pixel.)


You must have fogotten surely, but the unexplored terrain has its own graphic. It's pretty much next to the dithering graphic in the terrain1 file... Changing that to other than black might solve the problem, but I'm on a different computer right now so I can't test it... What I can say is that ToT doesn't have this "horrific" problem, no white (or other unwanted color) showing up anywhere.
There's no way to give it any properties though, after all, if you could it wouldn't be unexplored anymore. You can't have cities work an unexplored square.

quote:
Conversely, is it possible to make it "insensitive" to unit vision? That would allow for the creation of a permanent fog - and the potential for other uses is almost endless. (especially for fantasy and sci-fi scenarios)


I'm not sure... I don't think so.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
03-11-2002 04:18 | www
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quote:
Originally posted by Mercator

You must have fogotten surely, but the unexplored terrain has its own graphic. It's pretty much next to the dithering graphic in the terrain1 file.


Doh. I musta swallowed an extra helping of stupid pills!

quote:
Changing that to other than black might solve the problem......


Hmmmm. I've never seen this done before, but suppose you created a semi-transparent gray fog graphic and placed it here? That way the unexplored map wouldn't be completely obscured in Black, but would reveal tantalizingly small glimpses of the underlying terrain, improvements, and cities (if present).

Thinking further about "Borders", it's clear that wouldn't work unless every civ had a single unique terrain type (not bloody likely!).

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
03-11-2002 04:46 | www
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quote:
Originally posted by Kull
Doh. I musta swallowed an extra helping of stupid pills!




quote:
Changing that to other than black might solve the problem......


quote:
Hmmmm. I've never seen this done before


It has been done... At least in one scenario by Heresson (Fading Lights, I think). No spectacular graphic or anything, but it has been done.

quote:
but suppose you created a semi-transparent gray fog graphic and placed it here? That way the unexplored map wouldn't be completely obscured in Black, but would reveal tantalizingly small glimpses of the underlying terrain, improvements, and cities (if present).


I tried that out in ToT (I'm on the "wrong" computer again... That is, only ToT available, instead of both ToT and FW), and it certainly doesn't work there. You get the same funny effects as with making normal terrains (partially) transparent.
I thought I had tried it a long time ago with FW, but now I think of it, that was with the city radius graphic.

quote:
Thinking further about "Borders", it's clear that wouldn't work unless every civ had a single unique terrain type (not bloody likely!).


It might work in highly alternative settings, with say, a more EU-like map (erm... I think, I don't have it myself), where terrain types wouldn't be of any importance. "Conquering" could be done by using engineers to transform terrain into "your" terrain type, while "regular" armies would be used to attack such "occupiers". The AI would be hopelessly lost, but with multiplayer it might work.
Perhaps the airbase graphic (altered) could also be used on all squares (since it can display the "owning civ), to show the difference between theoretical and de-facto borders.
( Wow! I might be on to something here)

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
03-11-2002 04:48 | www
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By the way... Is no-one but Kull and me interested in this? Or was my thread title just a little bit too criptic?

Heresson
King
of frogs
Jun 2000
time: 06:13
03-11-2002 05:05
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When it comes to semi-transparent undiscovered terrain, Allard Hoefelt tried it once and reported it is not possible,
or at least it didn't have the effect He wanted to get.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
03-11-2002 05:08 | www
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#11 | report |
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quote:
Originally posted by Mercator
By the way... Is no-one but Kull and me interested in this? Or was my thread title just a little bit too criptic?


Shoulda titled it, "Naked J-Lo Pix". We'd be over 300 posts by now!

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
03-11-2002 05:16 | www
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#12 | report |
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quote:
Originally posted by Heresson
When it comes to semi-transparent undiscovered terrain, Allard Hoefelt tried it once and reported it is not possible, or at least it didn't have the effect He wanted to get.


So that means it's not an overlay (ala Terrain2.gif or the "Specials" in Terrain1), but an actual base level terrain type. A strange one, certainly, but a terrain type nevertheless. That REALLY suggests you could do more than just "hide" things with it. A hex-level comparison with the other Terrain1.gif values might be quite interesting.

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
03-11-2002 05:31 | www
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#13 | report |
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quote:
Originally posted by Heresson
When it comes to semi-transparent undiscovered terrain, Allard Hoefelt tried it once and reported it is not possible,
or at least it didn't have the effect He wanted to get.




quote:
Originally posted by Kull
Shoulda titled it, "Naked J-Lo Pix". We'd be over 300 posts by now!




quote:
Originally posted by Kull
So that means it's not an overlay (ala Terrain2.gif or the "Specials" in Terrain1), but an actual base level terrain type. A strange one, certainly, but a terrain type nevertheless. That REALLY suggests you could do more than just "hide" things with it. A hex-level comparison with the other Terrain1.gif values might be quite interesting.


It's not a separate terrain type, since it's encoded entirely differently and separately in savegames. It's probably more something like:

code:
if (discovered) then display(terrain) else display(blank)


And then it's treated graphically the same as a land-type terrain (as can be seen from the coasts at map edges).

Stefan Härtel
King
Eddie's best friend
Jul 1999
time: 06:13
03-11-2002 05:45
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Hmm... coming back to the original post, this could be nice for a "zoo"-type scenario...

But to drop my share of ideas, Maybe the changing of river-, road,- or railway graphic to a transparent veil could make a permanent fog...

But there's something else that troubles me a bit. It's a bug, but if someone has enough endurance, he could turn it into a feature.
Sometimes, in several scenarios (I remember encountering this rather often in SoG), where the map is mostly unexplored, between two of the player's turns, a part of the map suddenly becomes visible for a short moment. I think I can remember reading of other player's experiences with this. If someone can investigate this, it could make a nice "lightfire"-effect...

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
03-11-2002 06:31 | www
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quote:
Originally posted by Stefan Härtel

Sometimes, in several scenarios (I remember encountering this rather often in SoG), where the map is mostly unexplored, between two of the player's turns, a part of the map suddenly becomes visible for a short moment. I think I can remember reading of other player's experiences with this. If someone can investigate this, it could make a nice "lightfire"-effect...


I wonder if that's a byproduct of our old friend, "changeterrain"?

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
03-11-2002 06:46 | www
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#16 | report |
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I think it has to do with not revealing the map in "no special view" in the cheat menu.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
03-11-2002 07:13 | www
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quote:
Originally posted by Mercator

It's not a separate terrain type, since it's encoded entirely differently and separately in savegames. It's probably more something like:

code:
if (discovered) then display(terrain) else display(blank)


And then it's treated graphically the same as a land-type terrain (as can be seen from the coasts at map edges).


I'm sure that's true. Nevertheless, the game treats the unexplored graphic EXACTLY as if it were a piece of terrain. If you were a designer, would you create an entirely different set of code to emulate something you've already coded? In this case, apparently not. I'll try to be more specific, so lets step through your "code example":

1) if (discovered) - Checks to see if units have been near. Pretty basic, but I'm still curious to see if there's a way to "shut off" this unit effect (but I digress)

2) then display(terrain) - Replaces the "unexplored" graphic with the underlying terrain graphic. Again, this makes sense.

3) else display(blank) - Here's where it gets interesting. In a nutshell, what IS "blank"? Sure, we know it's the black tile at "X" location of the Terrain1.gif file. But where is the information that represents this graphic? In other words, it's treated like terrain, so why wouldn't it be coded the same? There ARE some clear differences. For example, normal terrain would refer to the Rules.txt for food, shield, and movement vales. We know that's not the case with "unexplored". Still, isn't it possible that those values exist, except they are hard coded?

Maybe I'm wrong, but it sure would be nice to know the BASE LOCATION where information pertaining to "(blank)" resides, and exactly what values are coded there.

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:13
03-11-2002 07:54 | www
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Er... Each map square is represented by 6 bytes in a savegame. The 1st byte saves the terrain info, the 5th byte the "visibility" info (for each square which of the 7 civs + barbs have explored it). See:
http://www.civgaming.net/mercator/r...e/mapstruct.htm

So what I had in mind for if(discovered) is exactly this 5th byte...

A square can't be blank, but explored at the same time.

The blank image really is just an empty filler. Because it isn't only used for unexplored map squares, but also as a border around the map. You can see that clearly if you change the blank graphic to some conspicuous color and zoom out to the max.

(Never thought one silly finding could spawn such interesting discussions. )

Last edited by Mercator on 13-09-2003 at 20:43

Kull

King
El Paso, TX USA
Mar 1999
time: 22:13
03-11-2002 12:48 | www
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Ahhhhhh. Now I see. Rats!

It's always fun to pull something new out of this creaky old game, but I guess a new terrain type isn't in the cards. Thanks for bearing with me!

Boco
Prince
who was once King for a week.
Jan 2001
time: 00:13
03-11-2002 23:02 | www
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I see what you mean. When I subbed Allard's River War dither pattern for the blank tile, it looked perfect. Until I moved the cursor around, that is. Didn't refresh properly.

Kull, a blank for your scenario?

Attachment: jloterr.png
This has been downloaded 253 time(s).

Elok
Prince
Land of Ramen Dragons
Mar 2003
time: 00:13
03-06-2003 17:57
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It would be very limited, but perhaps you could have roads be Unexplored, and use the RR command to explore them, thereby accomodating the AI. It's lame and suffers from legion loopholes, but it's the best I can think of right now.

GoPostal
Warlord

Nov 2003
time: 05:13
29-11-2003 22:28
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I can see making this in my Bocage battle, thanks.

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