Saturday, 30 April 2011

Bridge generation

Finished automap tile data refactoring for all objects that had automap tiles. Some new tiles are required for new objects.

Now when I can see ground objects from the automap I noticed that bridges need more logic in the creation. In that screenshot most bridges lead to "nowhere" in small area of the level and some are generated right next to each other. This one should be quite easy to fix, just check out the sides of the bridge and also what's in the direction of the bridge. Those green spots by the way are the old bush tiles. I found out that there already was 50 automap tiles for ground objects. I did remember them, but they were in a separate tileset that was not loaded until now.

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