Aaron

Results 152 comments of Aaron

This is great information! Thanks for the details. I'll look into .MIF files again soon and see how much more of the decoder I can implement. It's fun demystifying these...

We've made quite a lot of progress on .INF and .MIF files since this issue was opened, and I can't thank you enough for your assistance so far. I have...

I sent you collaborator access. So the floors themselves only have their top face textured? If that's the case, then chasms would appear to be context-sensitive (correct me if I'm...

> Well, you can see whether the floor tile is adjacent to a chasm, when constructing the floor, and set its walls accordingly? Right. There are probably a few ways...

I just added renderer support for type 0xA voxels (store signs, bed curtains, etc.) in commit f3202ca93815bc62b7ad9aafffd21e90aad1f970, but they don't have the correct texture IDs. This is how I'm currently...

Yeah, that's a better idea. I'll make that voxel assignment depend on a condition instead.

Added support for wilderness chunks (.RMD files) in commit ec4549c6c30e5cef50e6d29b6cedf0de5696c1be. It's able to load four chunks into a fixed 128x128 grid for testing. The `WILD###.RMD` files are picked using some...

@Carmina16, I'd like to start chipping away at city generation soon. I see your notes on the wiki, and they are great! Could you tell me some more about where...

Oh, okay. I see now. I thought maybe `cityId` was a global value, like 0-200 or something, but it's actually just an index into the province locations array. And `isCity()`...

Made some progress. I was able to generate city blocks, but some of them were incorrect and/or had incorrect voxel data (probably my fault). Need to look into it some...