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Old 7th Oct 04, 12:56 PM Forum Rules   # 1
Mikail
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Map Functions (currently v1.3)

==== Map Functions v1.3
==== Created: 10/07/04 by Mikail
==== Last updated: 09/09/05
==== Homepage: http://www.geocities.com/Area51/Qua...4/homeworld.htm
==== Discussion: http://forums.relicnews.com/showthread.php?t=40779


==========================================================================


DESCRIPTION
A collection of my custom map functions.
These functions are used by all my maps.

DOWNLOAD
http://www.geocities.com/Area51/Qua...4/homeworld.htm

INSTALLATION
Extract this archive into your
"Homeworld2\Data\leveldata\multiplayer\deathmatch\" directory.


==========================================================================


CHANGE LOG

v1.3
* Major change to how distribution tables are done. Distribution table entries
are now indexed by class name. The first value is always the number of
objects. All other values correspond to the normal function arguments for
that class of object (see the included level file for an example distribution
table). Note that class names are case-sensitive. Also note that positions
are now stacked. I.E., an object's position, a shape's position, and any
changes made to the position by a shape function are now all stacked (added
to each other).
* Most parameter names have been shortened to four letters to save space.
* Added the "Paraboloid", "Hyperboloid", "Astroid", and "Funnel" shapes to the
"shapeAdd" function.
* The names of the "Helix" and "Torus" shapes have been changed to "Helicoid"
and "Toroid".
* Fixed some errors in the commenting of the code.
* The "Ellipsoid" and "Cuboid" shapes in the "shapeAdd" function, as well as
all the shapes in the "shapeAdd2D" function, have been rotated so that their
normals now point "upward" instead of "forward".
* Fixed a bug in the "branchAdd" function.
* The density of branches in the "branchAdd" function now remains constant even
if the branches are made hollow.
* The parameters for most of the remaining functions have been collapsed into
tables.
* The beginning and ending values of "t" (time) can now be specified for the
"spiralAdd" function.
* Removed the array argument functions that were added in v1.13, and replaced
them with the "literalAdd" function (see below).
* Added the "literalAdd" function. Objects listed in distribution tables can
now be placed on the map without any changes being made to their position.
* The "Camera" object is no longer supported in distribution tables until I can
find a better way of managing them.

v1.2
* "Torus", "Cone" and "Cylinder" in the "shapeAdd" function can now be scaled
along all three axes.
* The length of the third axis has been doubled to its correct size for "Helix"
in the "shapeAdd" function.
* The "easyPatch" and "adjustPatch" functions have been merged, preserving
their respective syntaxes.
* The rotation matrices have been changed due to my having gotton the order of
the Z and Y axes mixed up. This is an internal change, and should only affect
the output of the "circumAdd" function.
* The rotation matrices have been changed to follow the "roll-pitch-yaw"
convention (i.e., rotations are done around the Z-axis ("roll") first, then
the X-axis ("pitch"), and finally the Y-axis ("yaw")). This also means that
objects can now be rotated around all three axes, instead of just two.
* Many function arguments have been put into tables, requiring changes to how
you call the functions.
* More aspects of the "branchAdd" function are now randomized.
* A thickness parameter has been added to the "branchAdd" function. Branches
can now be made hollow.
* The density of each branch produced by the "branchAdd" function now remains
constant (unless it is hollow).
* The "random" mode of the "branchAdd" function has been much improved
cosmetically.
* The name of the "mathRound" function has been changed to "round".
* Added a bunch of vector functions.
* Renamed the "sphereAdd" function to "globeAdd".
* The "globeAdd" function now generates longitudinal lines, as well as
latitudinal.
* The "spiralAdd" function now has an additional height parameter that allows
one to optionally spiral upward or downward.
* Added the "splineAdd" function. It will connect any two points with a cubic
spline, using two additional points as control points.
* Added the "shapeAdd2D" function, which adds an assortment of 2D shapes.
* Included an example map with the archive.

v1.13
* Added a bunch of array argument functions.
* Thickness was fixed for "Ellipsoid" and added for "Cuboid" in the "shapeAdd"
function. You can now make hollow or flat balls or boxes.
* The lengths of the axes have been doubled to their correct size for
"Ellipsoid" and "Cuboid" in the "shapeAdd" function.
* You can now enter a value of zero as an argument in a lot of places, where
before you couldn't. I've since replaced the random number function with
something else [see below...].
* Added the "random2" function. It can accept zero-length intervals as
arguments.
* You can now use custom backgrounds with the "randomBackground" function.
* Fixed a bug in the "circumAdd" function.

v1.12
* The "randomMusic" function can now read a custom list of tracks.

v1.11
* Expanded the "randomMusic" function to include the Homeworld 1 and Homeworld
Cataclysm music. [...these have to be modded-in in some way]
* Changed thickness to height and width to thickness in the "ringAdd",
"sphereAdd", "spiralAdd" and "shapeAdd" functions.
* Changed how thickness is measured in the "ringAdd" and "sphereAdd" functions.
[...still not sure I have it right]

v1.1
* Added the "circumAdd" function.
* Added the "randomBit" function.

v1.0
* Initial release.


==========================================================================


ISSUES
* I would prefer that RUs were specified by density (or by relative amount, ala
HW1), as well as by absolute amount. [See the "HW1 to HW2 Map Conversion"
page at the wiki for an example.]
* The elliptical rings are supposed to be widest where the curvature is the
least greatest (as if formed of concentric ellipses sharing the same foci).
I'm not sure if this is actually happening.
* Some maps sometimes crash during online-multiplayer gameplay if less than 6
players are playing and a map function is used to generate the starting
positions. This may have something to do with the "startNum" global variable
and the "appendShape" function. [What, I don't know.]
* The name of the table that coordinates are stored should be specifiable in
the distribution tables when an item's class name equals "Coordinate".
However, the "tinsert" function lies outside the ".level" scope.
* The "shape2DAdd" function shoud be merged with the "ringAdd" and "spiralAdd"
functions (though the latter have a lot of peculiarities).
* Functions should optionally output shapes to tables, instead of adding them
to the map, so that they can be iterated over other functions.
* Should allow the user to input ranges of "t".
* Not sure if the way I rotate shapes is compatible with how HW rotates objects.
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Last edited by Mikail : 9th Sep 05 at 12:45 PM.
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Old 6th Jun 05, 9:25 PM Forum Rules   # 2
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Looking for more ideas for map shapes. Any suggestions?
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Old 6th Jun 05, 9:41 PM   # 3
Kleiner Traum
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How about a torus shaped design. Or a hypercube.
 
Old 7th Jun 05, 1:48 PM Forum Rules   # 4
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Torus is done already. I'll try the hypercube.
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Old 8th Jun 05, 6:34 AM   # 5
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what exactly is this?
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Old 9th Jun 05, 10:57 PM Forum Rules   # 6
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It's a collection of functions that populate maps with objects. The shape varies with the function you use.
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Old 10th Jun 05, 7:21 AM   # 7
John Sheridan
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Old 10th Jun 05, 8:51 PM Forum Rules   # 8
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Already done.

[edit] I think I need some help with the hypercube. Where can I find an easy to read explanation of the formulas?
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Old 24th Aug 05, 6:05 AM Forum Rules   # 9
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Update to v1.13
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Old 5th Sep 05, 8:28 PM Forum Rules   # 10
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Big update to v1.2.
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Old 5th Sep 05, 10:01 PM   # 11
Kleiner Traum
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I'd be quite supprised if you ever can get a working hypercube. ...well, a true hyper cube.
I doubt the homeworld 2 engine can support 4-dimentional objects. Real life can't even support them, come to think of it. :/
 
Old 9th Sep 05, 12:46 PM Forum Rules   # 12
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Update to v1.3.
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