Added new material textures by Nachtfalter and Matthi.

shapetextures
Clonkonaut 2015-10-05 02:02:36 +02:00
parent cb58bed40e
commit 0aab3cf4e6
107 changed files with 327 additions and 344 deletions

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@ -174,14 +174,14 @@ public func IsLineOverlap(int x1, int y1, int x2, int y2, int x3, int y3, int x4
public func DrawBackground()
{
Draw("Rock");
DrawVariations("Rock-rock_cracked", 50, 5, 15);
DrawVariations("Rock", 50, 5, 15);
DrawVariations("Ore", 10, 8, 8);
DrawVariations("Firestone", 8, 12, 3);
DrawVariations("Earth", 3, 8, 3);
DrawVariations("Earth-earth_topsoil", 3, 8, 3);
DrawVariations("Earth-earth_midsoil", 3, 8, 3);
DrawVariations("Earth-earth_dry", 3, 8, 3);
DrawVariations("Earth-earth_rough", 3, 8, 3);
DrawVariations("Earth-earth", 3, 8, 3);
DrawVariations("Earth-earth", 3, 8, 3);
DrawVariations("Earth-earth_root", 3, 8, 3);
DrawVariations("Earth-earth_spongy", 3, 8, 3);
DrawVariations("Firestone", 6, 12, 3);
DrawVariations("Coal", 8, 8, 3);
DrawVariations("Gold", 5, 4, 4);
@ -204,9 +204,9 @@ public func DrawLargeCave(proplist large_cave)
Draw("Tunnel", large_cave);
DrawMaterial("Tunnel-brickback", large_cave, 3, 30);
Draw("Earth", lower_half);
DrawMaterial("Earth-earth_topsoil", lower_half, 3, 20);
DrawMaterial("Earth-earth_midsoil", lower_half, 3, 20);
DrawMaterial("Earth-earth_dry", lower_half, 3, 20);
DrawMaterial("Earth-earth", lower_half, 3, 20);
DrawMaterial("Earth-earth", lower_half, 3, 20);
DrawMaterial("Earth-earth_root", lower_half, 3, 20);
DrawMaterial("Ore", lower_half, 3, 20);
DrawMaterial("Firestone", lower_half, 3, 20);
DrawMaterial("Coal", lower_half, 3, 20);

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@ -4,4 +4,4 @@ Shape=Flat
Density=90
Friction=15
Placement=80
TextureOverlay=brick1
TextureOverlay=brick

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@ -4,4 +4,4 @@ Shape=Flat
Density=90
Friction=15
Placement=60
TextureOverlay=brick1
TextureOverlay=brick

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@ -9,4 +9,4 @@ MaxAirSpeed=100
MaxSlide=1
Corrode=60
Placement=21
TextureOverlay=ice3
TextureOverlay=ice2

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@ -5,24 +5,20 @@ OverloadTextures
10=Tunnel-tunnel
11=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water
#21=Oil-Liquid
#21=Oil-oil
22=Acid-acid
23=Lava-lava_red
24=DuroLava-lava_red
25=Water-water
#26=Oil-Smooth
27=Acid-acid
28=Lava-lava_red
29=Earth-earth_dry
30=Earth-earth_rough
29=Earth-earth_spongy
30=Earth-earth_root
31=Earth-earth
32=Earth-earth_rough
#33=Ashes-Smooth3
#34=Ashes-Rough
#35=Ashes-Ridge
32=Earth-earth
36=Ore-ore
37=Ore-ore
@ -35,38 +31,21 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
52=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
#56=Sand-Smooth2
#57=Sand-Smooth3
55=Sand-sand
#59=FlyAshes-Smooth
#60=Crystal-Flare
#61=Crystal-Structure
#62=Crystal-Structure2
65=Ice-ice2
66=Ice-ice2
67=Ice-ice3
68=Ice-ice3
65=Ice-ice
66=Ice-ice
67=Ice-ice2
68=Ice-ice2
70=Snow-snow1
71=Snow-snow1
72=Snow-snow1
73=Brick-brick1
#80=FlySand-Smooth2
#81=FlySand-Smooth3
#82=FlySand-Smooth
73=Brick-brick

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@ -8,4 +8,4 @@ MaxAirSpeed=100
MaxSlide=1
Corrode=60
Placement=21
TextureOverlay=Amethyst
TextureOverlay=amethyst

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@ -8,4 +8,4 @@ MaxAirSpeed=100
MaxSlide=1
Corrode=60
Placement=21
TextureOverlay=Ruby
TextureOverlay=ruby

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@ -7,7 +7,7 @@ OverloadTextures
10=Tunnel-tunnel
11=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water
#21=Oil-Liquid
@ -18,10 +18,10 @@ OverloadTextures
#26=Oil-Smooth
27=Acid-acid
28=Lava-lava_red
29=Earth-earth_dry
30=Earth-earth_rough
29=Earth-earth_spongy
30=Earth-earth_roots
31=Earth-earth
32=Earth-earth_rough
32=Earth-earth
#33=Ashes-Smooth3
#34=Ashes-Rough
#35=Ashes-Ridge
@ -37,14 +37,14 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
52=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
55=Sand-sand
#56=Sand-Smooth2
#57=Sand-Smooth3
@ -56,15 +56,15 @@ OverloadTextures
#61=Crystal-Structure
#62=Crystal-Structure2
65=Ruby-Ruby
66=Ice-ice2
67=Amethyst-Amethyst
68=Ice-ice3
65=Ruby-ruby
66=Ice-ice
67=Amethyst-amethyst
68=Ice-ice2
70=Snow-snow1
71=Snow-snow1
72=Snow-snow1
73=Brick-brick1
73=Brick-brick
#80=FlySand-Smooth2
#81=FlySand-Smooth3

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@ -17,4 +17,4 @@ AboveTempConvert=10
AboveTempConvertDir=1
AboveTempConvertTo=Water
Placement=21
TextureOverlay=ice3
TextureOverlay=ice

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@ -6,9 +6,9 @@ OverloadTextures
10=Tunnel-tunnel
11=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
#21=Oil-Liquid
22=Acid-acid
23=Lava-lava_red
@ -17,10 +17,10 @@ OverloadTextures
#26=Oil-Smooth
27=Acid-acid
28=Lava-lava_red
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth
30=Earth-earth_root
31=Earth-earth_spongy
32=Earth-earth
33=Ashes-ashes
#34=Ashes-Rough
#35=Ashes-Ridge
@ -36,15 +36,15 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
52=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
#57=Sand-Smooth3
@ -55,15 +55,15 @@ OverloadTextures
#61=Crystal-Structure
#62=Crystal-Structure2
65=Ice-ice2
66=Ice-ice2
67=Ice-ice3
68=Ice-ice3
65=Ice-ice
66=Ice-ice
67=Ice-ice2
68=Ice-ice2
70=Snow-snow1
71=Snow-snow1
72=Snow-snow1
73=Brick-brick1
73=Brick-brick
#80=FlySand-Smooth2
#81=FlySand-Smooth3

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@ -9,4 +9,4 @@ Blast2ObjectRatio=100
MaxAirSpeed=100
MaxSlide=1
Placement=21
TextureOverlay=Amethyst
TextureOverlay=amethyst

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@ -4,4 +4,4 @@ Shape=Smoother
Density=90
Friction=15
Placement=80
TextureOverlay=brick1
TextureOverlay=brick

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@ -4,4 +4,4 @@ Shape=Smoother
Density=90
Friction=15
Placement=60
TextureOverlay=brick1
TextureOverlay=brick

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@ -13,4 +13,4 @@ MaxSlide=1
Corrode=75
Soil=1
Placement=30
TextureOverlay=earth_rough
TextureOverlay=earth

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@ -18,4 +18,4 @@ AboveTempConvert=10
AboveTempConvertDir=1
AboveTempConvertTo=Water
Placement=21
TextureOverlay=ice3
TextureOverlay=ice

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@ -9,4 +9,4 @@ Blast2ObjectRatio=100
MaxAirSpeed=100
MaxSlide=1
Placement=21
TextureOverlay=Ruby
TextureOverlay=ruby

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@ -11,4 +11,4 @@ MaxSlide=1
Corrode=75
Soil=1
Placement=30
TextureOverlay=sand_rough
TextureOverlay=sand

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@ -13,4 +13,4 @@ MaxSlide=1
Corrode=75
Soil=1
Placement=30
TextureOverlay=sand_rough
TextureOverlay=sand

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@ -7,21 +7,23 @@
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
#21=Oil-oil
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
35=SandDry-sand_rough
35=SandDry-sand
36=Ore-ore
@ -31,21 +33,21 @@
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
60=Ruby-Ruby
61=Amethyst-Amethyst
60=Ruby-ruby
61=Amethyst-amethyst
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick

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@ -2,27 +2,29 @@
# Index +128 for underground materials
1=Vehicle-none
2=HalfVehicle-none
8=Tunnel-brickback3
9=Tunnel-brickback2
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
35=SandDry-sand_rough
35=SandDry-sand
36=Ore-ore
@ -32,21 +34,21 @@
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick
74=Brick-brick2
OverloadMaterials

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@ -1,13 +1,13 @@
/* Deadly grotto - by Sven2 */
overlay VaryTex { turbulence=10; algo=rndchecker; zoomX=-100; zoomY=-100; };
overlay GraniteBorders {turbulence=100; mat=Granite; loosebounds=1; VaryTex {mat=Rock; tex=rock_cracked; a=1;};};
overlay GraniteBorders {turbulence=100; mat=Granite; loosebounds=1; VaryTex {mat=Rock; tex=rock; a=1;};};
overlay AcidVein { turbulence=100; algo=rndchecker; zoomX=-100; zoomY=100; a=5; y=-100; hgt=300; loosebounds=1; mat=Acid; };
map AcidCave {
// Base background is earth
mat=Earth; tex=earth_rough;
VaryTex { mat=Earth; tex=earth_dry; };
mat=Earth; tex=earth_root;
VaryTex { mat=Earth; tex=earth_spongy; };
VaryTex { mat=Earth; tex=earth; };
// Resources
@ -36,7 +36,7 @@ map AcidCave {
// Veins interrupted by some rock
overlay { x=100px; turbulence=10; loosebounds=1; mask=1; algo=rndchecker; a=1; zoomX=10;
VaryTex { mat=Rock; tex=rock_cracked; zoomX=-100; };
VaryTex { mat=Rock; tex=rock; zoomX=-100; };
VaryTex { mat=Granite; zoomX=-100; };
};
@ -84,7 +84,7 @@ map AcidCave {
point { x=-100px; y=195px; };
// ensure border on right side
overlay { algo=border; a=1; b=1; x=82px; mat=Rock; tex=rock_cracked; };
overlay { algo=border; a=1; b=1; x=82px; mat=Rock; tex=rock; };
// sky back
VaryTex { a=2; wdt=80px; };

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@ -85,8 +85,8 @@ private func DrawMainIsland(int size)
var island_shape = island->Duplicate();
// Overlay a set of materials inside the island.
DrawIslandMat("Earth-earth_dry", island, 4, 30, true);
DrawIslandMat("Earth-earth_midSoil", island, 3, 30, true);
DrawIslandMat("Earth-earth_root", island, 4, 30, true);
DrawIslandMat("Earth-earth", island, 3, 30, true);
DrawIslandMat("Tunnel", island, 3, 10, true);
//DrawIslandMat("Water", island, 4, 8);
//DrawIslandMat("Gold", island, 3, 6);
@ -98,14 +98,14 @@ private func DrawMainIsland(int size)
var sand_border = {Algo = MAPALGO_And, Op = [{Algo = MAPALGO_Border, Op = island_shape, Top = [-1,2]}, {Algo = MAPALGO_RndChecker, Ratio = 50, Wdt = 4, Hgt = 3}]};
var topsoil_border = {Algo = MAPALGO_And, Op = [{Algo = MAPALGO_Border, Op = island_shape, Top = [-1,3]}, {Algo = MAPALGO_RndChecker, Ratio = 40, Wdt = 4, Hgt = 2}]};
island->Draw("Sand", sand_border);
island->Draw("Earth-earth_topSoil", topsoil_border);
island->Draw("Earth-earth", topsoil_border);
// Draw a bottom border out of granite and rock.
var granite_border = {Algo = MAPALGO_Border, Op = island_shape, Bottom = [-4,3]};
island->Draw("Granite", granite_border);
var rock_border = {Algo = MAPALGO_RndChecker, Ratio = 20, Wdt = 2, Hgt = 2};
island->Draw("Rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
island->Draw("Rock-rock_cracked", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
island->Draw("Rock-rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
// Draw goal platform
island->Draw("Sky", nil, [x,y-10,14,10]);
@ -150,8 +150,8 @@ private func DrawSecondaryIsland(int size, array materials, bool has_border, int
island->Draw("Earth", island_algo);
var island_shape = island->Duplicate();
DrawIslandMat("Earth-earth_dry", island, 4, 30);
DrawIslandMat("Earth-earth_midSoil", island, 3, 30);
DrawIslandMat("Earth-earth_spongy", island, 4, 30);
DrawIslandMat("Earth-earth", island, 3, 30);
// Overlay a set of materials inside the island.
for (var mat in materials)
@ -167,7 +167,7 @@ private func DrawSecondaryIsland(int size, array materials, bool has_border, int
island->Draw("Granite", granite_border);
var rock_border = {Algo = MAPALGO_RndChecker, Ratio = 20, Wdt = 2, Hgt = 2};
island->Draw("Rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
island->Draw("Rock-rock_cracked", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
island->Draw("Rock-rock", {Algo = MAPALGO_And, Op = [granite_border, rock_border]});
}
// Draw island onto main map
@ -196,8 +196,8 @@ private func DrawGround()
ground->Draw("Granite", {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 1, Op = {Algo = MAPALGO_Border, Op = ground->Duplicate(), Top= [-2,2]}});
ground->Draw("Rock", {Algo=MAPALGO_And, Op=[ground->Duplicate("Granite"), {Algo = MAPALGO_RndChecker, Ratio = 40, Wdt = 2, Hgt = 2}]});
// Alterations in earth material
DrawIslandMat("Earth-earth_dry", ground, 12, 60, false);
DrawIslandMat("Earth-earth_midSoil", ground, 8, 60, false);
DrawIslandMat("Earth-earth_spongy", ground, 12, 60, false);
DrawIslandMat("Earth-earth", ground, 8, 60, false);
// Gem spots
var gem_spots = CreateLayer();
var earth_mats = CreateMatTexMask("Earth");
@ -236,7 +236,7 @@ private func DrawGround()
ground->Draw("Rock", {Algo=MAPALGO_And, Op=[{Algo=MAPALGO_Not, Op=gem_spots}, {Algo = MAPALGO_Turbulence, Amplitude = 5, Iterations = 5, Op = {Algo = MAPALGO_Border, Op = gem_spots, Wdt=-4}}]});
ground->Draw("Granite", {Algo = MAPALGO_Border, Op = gem_spots, Wdt=-1});
// Lots of rocks
DrawIslandMat("Rock-rock_cracked", ground, 2, 20, false);
DrawIslandMat("Rock", ground, 2, 20, false);
DrawIslandMat("Rock", ground, 2, 20, false);
// And some lava
DrawIslandMat("DuroLava", ground, 2, 20, false);

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@ -11,4 +11,4 @@ MaxAirSpeed=100
MaxSlide=1
Soil=1
Placement=30
TextureOverlay=earth_rough
TextureOverlay=earth

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@ -6,21 +6,21 @@ OverloadTextures
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
35=SandDry-sand_rough
35=SandDry-sand
36=Ore-ore
@ -30,18 +30,18 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick

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@ -4,9 +4,9 @@ func InitializeMap(map)
{
// Mountain top
var mountain_shape = { Algo=MAPALGO_Polygon, X=[-100,0,10,30,50,46,46,-100], Y=[80,80,70,90,90,100,200,200] };
DrawVaried("Ice-ice2", { Algo=MAPALGO_Turbulence, Op={Algo=MAPALGO_Offset, OffY=-5, Op=mountain_shape}, Amplitude=[10, 0], Scale=20}, nil, "Ice-ice3");
DrawVaried("Ice-ice", { Algo=MAPALGO_Turbulence, Op={Algo=MAPALGO_Offset, OffY=-5, Op=mountain_shape}, Amplitude=[10, 0], Scale=20}, nil, "Ice-ice2");
Draw("Snow", {Algo=MAPALGO_Border, Op=Duplicate(), Top=1});
DrawVaried("Rock", { Algo=MAPALGO_Turbulence, Op=mountain_shape, Amplitude=[20, 0], Scale=10}, nil, "Earth-earth_topSoil");
DrawVaried("Rock", { Algo=MAPALGO_Turbulence, Op=mountain_shape, Amplitude=[20, 0], Scale=10}, nil, "Earth");
// Sky islands
var sky_islands = CreateLayer();

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@ -13,10 +13,10 @@ protected func Initialize() {
func PermaEdge()
{
var p=dir;
if(p==0) DrawMaterialQuad("Brick-brick1",GetX()-4,GetY()-4,GetX(),GetY(),GetX()+4,GetY()+4,GetX()-4,GetY()+4);
if(p==1) DrawMaterialQuad("Brick-brick1",GetX(),GetY(),GetX()+4,GetY()-4,GetX()+4,GetY()+4,GetX()-4,GetY()+4);
if(p==3) DrawMaterialQuad("Brick-brick1",GetX()-4,GetY()-4,GetX()+4,GetY()-4,GetX()+4,GetY()+4,GetX(),GetY());
if(p==2) DrawMaterialQuad("Brick-brick1",GetX()-4,GetY()-4,GetX()+4,GetY()-4,GetX(),GetY(),GetX()-4,GetY()+4);
if(p==0) DrawMaterialQuad("Brick-brick",GetX()-4,GetY()-4,GetX(),GetY(),GetX()+4,GetY()+4,GetX()-4,GetY()+4);
if(p==1) DrawMaterialQuad("Brick-brick",GetX(),GetY(),GetX()+4,GetY()-4,GetX()+4,GetY()+4,GetX()-4,GetY()+4);
if(p==3) DrawMaterialQuad("Brick-brick",GetX()-4,GetY()-4,GetX()+4,GetY()-4,GetX()+4,GetY()+4,GetX(),GetY());
if(p==2) DrawMaterialQuad("Brick-brick",GetX()-4,GetY()-4,GetX()+4,GetY()-4,GetX(),GetY(),GetX()-4,GetY()+4);
this->RemoveObject();
}

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@ -64,7 +64,7 @@ func DrawCoal(int num, array rect) { return DrawSpots("Coal", num, [20,60], [4,8
func DrawFirestone(int num, array rect) { return DrawSpots("Firestone", num, [20,60], [8,12], rect, nil); }
func DrawOre(int num, array rect) { return DrawSpots("Ore", num, [8,12], [14,20], rect, nil); }
func DrawGold(int num, array rect) { return DrawSpots("Gold", num, [10,14], [10,14], rect, nil); }
func DrawRock(int num, array rect) { return DrawSpots("Rock-rock", num, [20,80], [6,8], rect, nil, [["Rock-rock_cracked", 3,10], ["Granite", 6,2]]); }
func DrawRock(int num, array rect) { return DrawSpots("Rock-rock", num, [20,80], [6,8], rect, nil, [["Rock-rock", 3,10], ["Granite", 6,2]]); }
// Draws the given material onto an existing mask with given size and ratio.
public func DrawMaterial(string mat, proplist onto_mask, speck_size, int ratio)
@ -115,11 +115,11 @@ func DrawRegularGround(array rect, yoff, turbulence)
if (GetType(turbulence) == C4V_Nil) turbulence = 30;
var ground_rect = {Algo=MAPALGO_Rect, X=-100, Y=rect[1]+yoff, Wdt=rect[0]+rect[2]+200, Hgt=rect[3]+100};
var ground_algo = {Algo=MAPALGO_Turbulence, Amplitude=turbulence, Scale=30, Op=ground_rect};
var earth_shape = DrawVaried("Earth-earth", ground_algo, rect, [["Earth-earth_dry", 3,10], ["Earth-earth_rough", 6,2]]);
var earth_shape = DrawVaried("Earth-earth", ground_algo, rect, [["Earth-earth_root", 3,10], ["Earth-earth_spongy", 6,2]]);
var top1 = {Algo=MAPALGO_Border, Top=[-10, 3], Op=earth_shape};
var top2 = {Algo=MAPALGO_Border, Top=[-10, 1], Op=earth_shape};
this->Draw("Earth-earth_midSoil", {Algo=MAPALGO_And, Op=[earth_shape, {Algo=MAPALGO_Turbulence, Amplitude=4, Scale=10, Op=top1}]});
this->Draw("Earth-earth_topSoil", {Algo=MAPALGO_And, Op=[earth_shape, {Algo=MAPALGO_Turbulence, Amplitude=4, Scale=10, Op=top2}]});
this->Draw("Earth-earth", {Algo=MAPALGO_And, Op=[earth_shape, {Algo=MAPALGO_Turbulence, Amplitude=4, Scale=10, Op=top1}]});
this->Draw("Earth-earth", {Algo=MAPALGO_And, Op=[earth_shape, {Algo=MAPALGO_Turbulence, Amplitude=4, Scale=10, Op=top2}]});
return true;
}
@ -128,7 +128,7 @@ func FixLiquidBorders(border_material, lava_border_material)
// Makes sure liquids bordering other liquids as well as liquids
// bordering background materials are surrounded by fix_material
// Default border materials
if (!border_material) border_material = "Earth-earth_topSoil";
if (!border_material) border_material = "Earth-earth";
if (!lava_border_material) lava_border_material = "Rock";
// Find liquid-to-background borders
var liquids = this->Duplicate("Liquid");

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@ -26,7 +26,7 @@ public func Place(int amount, proplist area, proplist settings)
if (!spot)
{
// note that the border is temporarily off until the bug with a turbulent-parent-overlay is fixed
var cave = Landscape_Cave->Place(1, area, {width = 200 + Random(50), height = 100 + Random(50), borderheight = 0, bordermat = "Earth", bordertex = "earth_topSoil" });
var cave = Landscape_Cave->Place(1, area, {width = 200 + Random(50), height = 100 + Random(50), borderheight = 0, bordermat = "Earth", bordertex = "earth" });
if (GetLength(cave) == 0) return plants; // can't place more
cave = cave[0];
spot = { x = cave->GetX(), y = cave->GetY() };

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@ -13,10 +13,10 @@ protected func Initialize() {
func PermaEdge()
{
var p=dir;
if(p==0) DrawMaterialQuad("Brick-brick1",GetX()-5,GetY()-5,GetX(),GetY(),GetX()+5,GetY()+5,GetX()-5,GetY()+5);
if(p==1) DrawMaterialQuad("Brick-brick1",GetX(),GetY(),GetX()+5,GetY()-5,GetX()+5,GetY()+5,GetX()-5,GetY()+5);
if(p==3) DrawMaterialQuad("Brick-brick1",GetX()-5,GetY()-5,GetX()+5,GetY()-5,GetX()+4,GetY()+5,GetX(),GetY());
if(p==2) DrawMaterialQuad("Brick-brick1",GetX()-5,GetY()-5,GetX()+5,GetY()-5,GetX(),GetY(),GetX()-5,GetY()+5);
if(p==0) DrawMaterialQuad("Brick-brick",GetX()-5,GetY()-5,GetX(),GetY(),GetX()+5,GetY()+5,GetX()-5,GetY()+5);
if(p==1) DrawMaterialQuad("Brick-brick",GetX(),GetY(),GetX()+5,GetY()-5,GetX()+5,GetY()+5,GetX()-5,GetY()+5);
if(p==3) DrawMaterialQuad("Brick-brick",GetX()-5,GetY()-5,GetX()+5,GetY()-5,GetX()+4,GetY()+5,GetX(),GetY());
if(p==2) DrawMaterialQuad("Brick-brick",GetX()-5,GetY()-5,GetX()+5,GetY()-5,GetX(),GetY(),GetX()-5,GetY()+5);
this->RemoveObject();
}

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@ -6,9 +6,9 @@ overlay Mats {
overlay { algo=rndchecker; turbulence=100; mat=Granite; a=3; };
overlay { algo=rndchecker; turbulence=100; mat=Rock; a=4; };
overlay { algo=rndchecker; turbulence=100; mat=Ore; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth_dry; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth_root; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Rock; tex=rock_cracked; a=5; };
overlay { algo=rndchecker; turbulence=100; mat=Rock; tex=rock; a=5; };
overlay { algo=rndchecker; turbulence=100; mat=Gold; a=4; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; a=3; };
};

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@ -15,19 +15,19 @@ overlay MatRC {
// Fills an overlay with earth and materials.
overlay MatFill {
overlay { mat=Earth; tex=earth_dry; loosebounds=1; };
overlay { mat=Earth; tex=earth_root; loosebounds=1; };
MatRC { mat=Ore; tex=ore; a=20; };
MatRC { mat=Snow; tex=snow1; a=20; };
MatRC { mat=Granite; tex=granite; a=20; };
MatRC { mat=Rock; tex=rock; a=20; };
MatRC { mat=Ore; tex=ore; a=20; };
MatRC { mat=Ice; tex=ice3; a=20; };
MatRC { mat=Ice; tex=ice2; a=20; };
MatRC { mat=Snow; tex=snow1; a=20; };
MatRC { mat=Ice; tex=ice3; };
MatRC { mat=Ice; tex=ice2; };
MatRC { mat=Rock; tex=rock; };
MatRC { mat=Tunnel; tex=tunnel; };
MatRC { mat=Earth; tex=earth_dry; };
MatRC { mat=Earth; tex=earth_rough; };
MatRC { mat=Earth; tex=earth; };
MatRC { mat=Earth; tex=earth_root; };
overlay {
algo=lines; a=3; b=16;
rotate=45;
@ -52,9 +52,9 @@ overlay MatBozo {
overlay BorderFill {
overlay { mat=Rock; tex=rock; loosebounds=1;
MatBozo { mat=Tunnel; tex=tunnel; };
MatBozo { mat=Rock; tex=rock_cracked; a=6; };
MatBozo { mat=Rock; tex=rock; a=6; };
MatBozo { mat=Granite; tex=granite; a=14; };
MatBozo { mat=Ice; tex=ice3; a=8; };
MatBozo { mat=Ice; tex=ice2; a=8; };
MatBozo { mat=Tunnel; tex=tunnel; };
};
};

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@ -180,7 +180,7 @@ func DrawVariations(string mat, int ratio, int sx, int sy)
func DrawBackground()
{
Draw("Rock");
DrawVariations("Rock-rock_cracked", 50, 5,15);
DrawVariations("Rock", 50, 5,15);
DrawVariations("Ore", 10, 8,8);
DrawVariations("Firestone", 8, 12,3);
DrawVariations("Coal", 8, 8,3);

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@ -10,19 +10,19 @@ OverloadTextures
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
36=Ore-ore
@ -33,20 +33,20 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
60=Ruby-Ruby
60=Ruby-ruby
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick

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@ -12,7 +12,7 @@ map ShiverPeak
point { x=26%; y=41%; };
overlay {
algo=border; mat=Ice; invert=1; a=7; b=7; turbulence=100;
overlay {algo=rndchecker; turbulence=100; mat=Earth; tex=earth_dry;};
overlay {algo=rndchecker; turbulence=100; mat=Earth; tex=earth_root;};
overlay { algo=rndchecker; a=5; zoomX=-30; zoomY=-30; turbulence=100; mat=Ore; };
overlay { algo=rndchecker; a=2; zoomX=30; zoomY=30; turbulence=100; mat=Granite; };
overlay { algo=rndchecker; a=19; zoomX=-30; zoomY=-30; turbulence=100; mat=Gold; };
@ -26,7 +26,7 @@ map ShiverPeak
| overlay { algo=rndchecker; a=8; zoomX=10; zoomY=10; turbulence=100; mat=Gold; };
overlay { algo=rndchecker; a=4; zoomX=-40; zoomY=-40; turbulence=100; mat=Firestone; }
| overlay { algo=rndchecker; a=4; zoomX=-40; zoomY=-40; turbulence=100; mat=Firestone; };
overlay { algo=rndchecker; a=3; zoomX=30; zoomY=30; turbulence=100; mat=Earth; tex=earth_rough;};
overlay { algo=rndchecker; a=3; zoomX=30; zoomY=30; turbulence=100; mat=Earth; tex=earth_spongy;};
overlay {
algo=rndchecker; a=2; zoomX=50; zoomY=50; turbulence=100; mat=Tunnel;
overlay {algo=border; b=1; mat=Rock; turbulence=2;};

View File

@ -3,12 +3,12 @@
overlay VaryTex { mat=Earth; turbulence=10; algo=rndchecker; zoomX=-100; zoomY=-100; };
overlay AshBorder { algo=border; mat=Ashes; tex=ashes; a=1; b=1; };
overlay MixedBorder { algo=border; mat=Ashes; tex=ashes; a=1; b=1;
VaryTex { mat=Earth; tex=earth_topSoil; };
VaryTex { mat=Rock; tex=rock_cracked; };
VaryTex { mat=Earth; tex=earth; };
VaryTex { mat=Rock; tex=rock; };
};
overlay RockyBorder { algo=border; mat=Rock; tex=rock_cracked; a=3; b=3; turbulence=10;
overlay RockyBorder { algo=border; mat=Rock; tex=rock; a=3; b=3; turbulence=10;
VaryTex { mat=Granite; tex=granite; a=1; };
VaryTex { mat=Earth; tex=earth_topSoil; a=1; };
VaryTex { mat=Earth; tex=earth; a=1; };
VaryTex { mat=Ashes; tex=ashes; a=1; };
};
@ -16,8 +16,8 @@ map LavaParkour {
// Basic background is earth
mat=Earth; tex=earth;
VaryTex { tex=earth_rough; a=0; };
VaryTex { tex=earth_dry; a=2; };
VaryTex { tex=earth_root; a=0; };
VaryTex { tex=earth_spongy; a=2; };
// Tip of volcano
algo=poly;
@ -94,6 +94,6 @@ map LavaParkour {
// Left and right border is all granite
overlay SideWall { x=-45; y=25; wdt=50; turbulence=10; loosebounds=1; mat=Granite; tex=granite;
overlay { algo=border; mat=Rock; tex=rock_cracked; a=1; b=1; turbulence=0; }; };
overlay { algo=border; mat=Rock; tex=rock; a=1; b=1; turbulence=0; }; };
SideWall { x=94; };
};

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@ -6,35 +6,35 @@ OverloadTextures
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
36=Ore-ore
40=Granite-granite
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick

View File

@ -1,21 +1,21 @@
/* Escape the volcano - by Sven2 */
overlay VaryTex { mat=Earth; turbulence=10; algo=rndchecker; zoomX=-100; zoomY=-100; };
overlay EarthBorder { algo=border; mat=Earth; tex=earth_topSoil; a=1; b=1; };
overlay MixedBorder { algo=border; mat=Earth; tex=earth_topSoil; a=1; b=1;
VaryTex { mat=Rock; tex=rock_cracked; };
overlay EarthBorder { algo=border; mat=Earth; tex=earth; a=1; b=1; };
overlay MixedBorder { algo=border; mat=Earth; tex=earth; a=1; b=1;
VaryTex { mat=Rock; tex=rock; };
};
overlay RockyBorder { algo=border; mat=Rock; tex=rock_cracked; a=3; b=3; turbulence=10;
overlay RockyBorder { algo=border; mat=Rock; tex=rock; a=3; b=3; turbulence=10;
VaryTex { mat=Granite; tex=granite; a=1; };
VaryTex { mat=Earth; tex=earth_topSoil; a=1; };
VaryTex { mat=Earth; tex=earth; a=1; };
};
map LavaParkour {
// Basic background is earth
mat=Earth; tex=earth;
VaryTex { tex=earth_rough; a=0; };
VaryTex { tex=earth_dry; a=2; };
VaryTex { tex=earth_root; a=0; };
VaryTex { tex=earth_spongy; a=2; };
// Tip of volcano
algo=poly;
@ -95,7 +95,7 @@ map LavaParkour {
// Left and right border is all granite
overlay SideWall { x=-45; y=25; wdt=50; hgt=70; turbulence=10; loosebounds=1; mat=Granite; tex=granite;
overlay { algo=border; mat=Rock; tex=rock_cracked; a=1; b=1; turbulence=0; }; };
overlay { algo=border; mat=Rock; tex=rock; a=1; b=1; turbulence=0; }; };
SideWall { x=94; };
// Bottom volcano

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@ -4,5 +4,5 @@ Shape=Smoother
Density=50
Friction=15
Placement=80
TextureOverlay=brick1
TextureOverlay=brick
BlastShiftTo=Granite

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@ -4,20 +4,20 @@ OverloadTextures
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
18=StableLava-lava_red
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
36=Ore-ore
@ -28,18 +28,18 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick

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@ -39,12 +39,12 @@ protected func InitializeMap(proplist map)
// Draw the basic shape of the earth and add different earth types.
var ground = GetGroundShape(map, acid_level, acid_hills, acid_bottom);
map->Draw("Earth", ground);
map->DrawMaterial("Earth-earth_topSoil", ground, 4, 30);
map->DrawMaterial("Earth-earth_midSoil", ground, 4, 30);
map->DrawMaterial("Earth-earth_dry", ground, 4, 30);
map->DrawMaterial("Earth-earth_rough", ground, 4, 30);
map->DrawMaterial("Earth-earth", ground, 4, 30);
map->DrawMaterial("Earth-earth", ground, 4, 30);
map->DrawMaterial("Earth-earth_root", ground, 4, 30);
map->DrawMaterial("Earth-earth_spongy", ground, 4, 30);
var ground_border = {Algo = MAPALGO_Border, Left = [1, -1], Right = [1, -1], Top = -1, Op = ground};
map->DrawMaterial("Rock-rock_cracked", ground_border, 4, 40);
map->DrawMaterial("Rock-rock", ground_border, 4, 40);
map->DrawMaterial("Rock-rock", ground_border, 4, 40);
// Fill the basic shape with materials.
@ -61,12 +61,12 @@ protected func InitializeMap(proplist map)
ground_bottomlayer = {Algo = MAPALGO_Turbulence, Amplitude = 12, Scale = 8, Iterations = 4, Seed = Random(65536), Op = ground_bottomlayer};
ground_bottomlayer = {Algo = MAPALGO_And, Op = [ground, ground_bottomlayer]};
// Fill the top layer with rock.
map->DrawMaterial("Rock-rock_cracked", ground_toplayer, [6, 2], 6);
map->DrawMaterial("Rock-rock", ground_toplayer, [6, 2], 6);
map->DrawMaterial("Rock", ground_toplayer, [6, 2], 6);
map->DrawMaterial("Rock", ground_toplayer, [6, 2], 6);
// Fill the first middle layer with materials and rock.
map->DrawMaterial("Rock-rock_cracked", ground_toplayer, [6, 2], 6);
map->DrawMaterial("Rock-rock_cracked", ground_toplayer, [12, 3], 6);
map->DrawMaterial("Rock-rock", ground_middle1layer, [12, 3], 6);
map->DrawMaterial("Rock", ground_toplayer, [6, 2], 6);
map->DrawMaterial("Rock", ground_toplayer, [12, 3], 6);
map->DrawMaterial("Rock", ground_middle1layer, [12, 3], 6);
map->DrawMaterial("Ore", ground_middle1layer, [12, 3], 8);
map->DrawMaterial("Coal", ground_middle1layer, [12, 3], 8);
map->DrawMaterial("Firestone", ground_middle1layer, [12, 3], 8);
@ -89,14 +89,14 @@ protected func InitializeMap(proplist map)
lake_pit = {Algo = MAPALGO_Turbulence, Amplitude = 8, Scale = 6, Iterations = 2, Seed = Random(65536), Op = lake_pit};
lake_pit = {Algo = MAPALGO_And, Op = [ground, lake_pit]};
map->Draw("Granite", lake_pit);
map->DrawMaterial("Rock-rock_cracked", lake_pit, 2, 15);
map->DrawMaterial("Rock-rock", lake_pit, 2, 15);
map->DrawMaterial("Rock", lake_pit, 2, 15);
map->DrawMaterial("Rock", lake_pit, 2, 15);
// Draw the map sides and the upper part of the volcano out of granite.
var granite = GetGraniteShape(map, ground_bottom);
map->Draw("Granite", granite);
map->DrawMaterial("Rock-rock_cracked", granite, 5, 25);
map->DrawMaterial("Rock-rock", granite, 5, 25);
map->DrawMaterial("Rock", granite, 5, 25);
map->DrawMaterial("Rock", granite, 5, 25);
map->DrawMaterial("DuroLava", granite, 5, 25);
map->DrawMaterial("DuroLava", granite, 2, 15);
map->Draw("Granite", {Algo = MAPALGO_Border, Wdt = 2, Op = granite});

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@ -115,7 +115,7 @@ func InitializeMap(proplist map)
// Alternate rock textures
var rock_area = Duplicate("Rock");
DrawMaterial("Rock-rock_cracked", rock_area, [3, 3], 50);
DrawMaterial("Rock", rock_area, [3, 3], 50);
// Patches of earth
DrawPatches(num_earth, "Earth", "^*", size_earth, true, 20, [0, top_off_earth, this.Wdt, this.Hgt - top_off_earth - bottom_off_earth]);
@ -132,7 +132,7 @@ func InitializeMap(proplist map)
// Materials
DrawPatches(num_water, "Water", "Earth", size_water, false, 10);
Draw("Earth-earth_topSoil", {Algo=MAPALGO_Border, Op=Duplicate("Water")});
Draw("Earth-earth", {Algo=MAPALGO_Border, Op=Duplicate("Water")});
DrawPatches(num_firestone, "Firestone", "Earth", size_firestone, false, 10);
DrawPatches(num_coal, "Coal", "Earth", size_coal, false, 7);
DrawPatches(num_ore, "Ore", "Earth", size_ore, true, 6);
@ -149,11 +149,11 @@ func InitializeMap(proplist map)
// Alternations in earth texture
var earth_area = Duplicate("Earth");
DrawMaterial("Earth-earth_dry", earth_area, [10, 4], 30);
DrawMaterial("Earth-earth_midSoil", earth_area, [10, 4], 30);
DrawMaterial("Earth-earth_root", earth_area, [10, 4], 30);
DrawMaterial("Earth-earth", earth_area, [10, 4], 30);
// Start area is always dark
Draw("Earth-earth_topSoil", algo);
Draw("Earth-earth", algo);
// Return true to tell the engine a map has been successfully created.
return true;

View File

@ -57,12 +57,12 @@ public func DrawChine(proplist map, int nr_hurdles, int difficulty)
// Draw the material for the sides.
map->Draw("Earth", chine);
map->DrawMaterial("Earth-earth_rough", chine, 2, 20);
map->DrawMaterial("Earth-earth_dry", chine, 2, 20);
map->DrawMaterial("Earth-earth_midsoil", chine, 4, 18);
map->DrawMaterial("Earth-earth_root", chine, 2, 20);
map->DrawMaterial("Earth-earth_spongy", chine, 2, 20);
map->DrawMaterial("Earth-earth", chine, 4, 18);
map->DrawMaterial("Granite", chine, 3, 12 + 4 * difficulty);
map->DrawMaterial("Tunnel", chine, 2, 24);
map->DrawMaterial("Rock-rock_cracked", chine, 3, 14);
map->DrawMaterial("Rock-rock", chine, 3, 14);
map->DrawMaterial("Rock", chine, 3, 14);
map->DrawMaterial("Ore", chine, 3, 14);
map->DrawMaterial("Firestone", chine, 3, 10);
@ -83,7 +83,7 @@ public func DrawChine(proplist map, int nr_hurdles, int difficulty)
// Draw the border.
map->Draw("Granite", border);
map->DrawMaterial("Tunnel", border, 2, 36 - 6 * difficulty);
map->DrawMaterial("Rock-rock_cracked", border, 3, 24 - 4 * difficulty);
map->DrawMaterial("Rock-rock", border, 3, 24 - 4 * difficulty);
map->DrawMaterial("Rock", border, 3, 24 - 4 * difficulty);
// Parts of this border, which covers the middle section are overground materials.
// This achieved by double drawing parts of the border as overgroud material.
@ -92,7 +92,7 @@ public func DrawChine(proplist map, int nr_hurdles, int difficulty)
var border_overground = {Algo = MAPALGO_And, Op = [border, overground, rand_checker]};
map->Draw("^Granite", border_overground);
map->DrawMaterial("Tunnel", border_overground, 2, 30);
map->DrawMaterial("^Rock-rock_cracked", border_overground, 3, 20);
map->DrawMaterial("^Rock-rock", border_overground, 3, 20);
map->DrawMaterial("^Rock", border_overground, 3, 20);
// Empty out some parts of the chine to provide more serious climbing hurdles.
@ -112,7 +112,7 @@ public func DrawChine(proplist map, int nr_hurdles, int difficulty)
var granite_rnd2 = {Algo = MAPALGO_Turbulence, Amplitude = 4, Scale = 2, Iterations = 4, Seed = Random(65536), Op = granite};
granite = {Algo = MAPALGO_Or, Op = [granite, granite_rnd1, granite_rnd2]};
map->Draw("Granite", granite);
map->DrawMaterial("Rock-rock_cracked", granite, 3, 10);
map->DrawMaterial("Rock-rock", granite, 3, 10);
map->DrawMaterial("Rock", granite, 3, 10);
return {Algo = MAPALGO_Or, Op = [chine, border]};
@ -142,7 +142,7 @@ public func DrawHurdle(proplist map, int type, int y, int side_wdt)
var sky = {Algo = MAPALGO_And, Op = [rect, {Algo = MAPALGO_Not, Op = stripes}]};
map->Draw("Sky", sky);
map->Draw("Granite", stripes);
map->DrawMaterial("Rock-rock_cracked", stripes, 3, 10);
map->DrawMaterial("Rock-rock", stripes, 3, 10);
map->DrawMaterial("Rock", stripes, 3, 10);
}
// A basin with water, shifted a bit to the left or right.
@ -158,7 +158,7 @@ public func DrawHurdle(proplist map, int type, int y, int side_wdt)
var border = {Algo = MAPALGO_Border, Wdt = [-1, 1], Op = ellipsis};
border = {Algo = MAPALGO_And, Op = [border, {Algo = MAPALGO_Rect, X = 0, Y = y, Wdt = wdt, Hgt = 18}]};
map->Draw("Granite", border);
map->DrawMaterial("Rock-rock_cracked", border, 1, 10);
map->DrawMaterial("Rock-rock", border, 1, 10);
map->DrawMaterial("Rock", border, 1, 10);
}
return;

View File

@ -8,21 +8,21 @@ OverloadTextures
10=Tunnel-tunnel
12=Tunnel-brickback
13=BrickSoft-brick1
13=BrickSoft-brick
19=DuroLava-lava_red
20=Water-water1-water2-water3-water1-water3-water2
20=Water-water
22=Acid-acid
23=Lava-lava_red
25=Water-water
28=Earth-earth
29=Earth-earth_dry
30=Earth-earth_rough
31=Earth-earth_topsoil
32=Earth-earth_midsoil
29=Earth-earth_root
30=Earth-earth_spongy
31=Earth-earth
32=Earth-earth
33=Ashes-ashes
35=SandDry-sand_rough
35=SandDry-sand
36=Ore-ore
@ -32,18 +32,18 @@ OverloadTextures
45=Gold-gold
50=Rock-rock
51=Rock-rock_cracked
51=Rock-rock
53=Firestone-firestone
54=Coal-coal
55=Sand-sand_rough
56=Sand-sand_smooth
55=Sand-sand
56=Sand-sand
65=Ice-ice2
67=Ice-ice3
65=Ice-ice
67=Ice-ice2
70=Snow-snow1
73=Brick-brick1
73=Brick-brick

View File

@ -52,12 +52,12 @@ public func DrawCavern(proplist map)
var map_top = {Algo = MAPALGO_Rect, X = 0, Y = 0, Wdt = wdt, Hgt = cavern_hgt};
// The top part is mainly granite and rock.
map->DrawMaterial("Earth-earth_rough", map_top, 2, 16);
map->DrawMaterial("Earth-earth_dry", map_top, 2, 16);
map->DrawMaterial("Earth-earth_midsoil", map_top, 4, 12);
map->DrawMaterial("Earth-earth_root", map_top, 2, 16);
map->DrawMaterial("Earth-earth_spongy", map_top, 2, 16);
map->DrawMaterial("Earth-earth", map_top, 4, 12);
map->DrawMaterial("Granite", map_top, 3, 60);
map->DrawMaterial("Tunnel", map_top, 2, 16);
map->DrawMaterial("Rock-rock_cracked", map_top, 3, 20);
map->DrawMaterial("Rock-rock", map_top, 3, 20);
map->DrawMaterial("Rock", map_top, 3, 20);
// The cavern is located a bit to the left and can be entered from the left side of the map.
@ -106,12 +106,12 @@ public func DrawMiddle(proplist map, int size)
var map_middle = {Algo = MAPALGO_Rect, X = 0, Y = 25, Wdt = wdt, Hgt = size};
// Fill the middle part with resources.
map->DrawMaterial("Earth-earth_rough", map_middle, 2, 16);
map->DrawMaterial("Earth-earth_dry", map_middle, 2, 16);
map->DrawMaterial("Earth-earth_midsoil", map_middle, 4, 12);
map->DrawMaterial("Earth-earth_root", map_middle, 2, 16);
map->DrawMaterial("Earth-earth_spongy", map_middle, 2, 16);
map->DrawMaterial("Earth-earth", map_middle, 4, 12);
map->DrawMaterial("Granite", map_middle, 3, 10);
map->DrawMaterial("Tunnel", map_middle, 2, 8);
map->DrawMaterial("Rock-rock_cracked", map_middle, 3, 8);
map->DrawMaterial("Rock-rock", map_middle, 3, 8);
map->DrawMaterial("Rock", map_middle, 3, 8);
map->DrawMaterial("Ore", map_middle, 6, 16);
map->DrawMaterial("Firestone", map_middle, 5, 12);
@ -134,9 +134,9 @@ public func DrawMiddle(proplist map, int size)
map->Draw("Tunnel", tunnel);
var tunnel_ground = {Algo = MAPALGO_Border, Bottom = -2, Op = tunnel};
map->Draw("Earth", tunnel_ground);
map->DrawMaterial("Earth-earth_rough", tunnel_ground, 2, 16);
map->DrawMaterial("Earth-earth_dry", tunnel_ground, 2, 16);
map->DrawMaterial("Earth-earth_midsoil", tunnel_ground, 4, 12);
map->DrawMaterial("Earth-earth_root", tunnel_ground, 2, 16);
map->DrawMaterial("Earth-earth_spongy", tunnel_ground, 2, 16);
map->DrawMaterial("Earth-earth", tunnel_ground, 4, 12);
return;
}
@ -152,11 +152,11 @@ public func DrawGemVeins(proplist map, int size, int difficulty)
// Fill the bottom with mostly granite materials.
map->Draw("Granite", map_bottom);
map->DrawMaterial("Firestone", map_bottom, 2, 6);
map->DrawMaterial("Rock-rock_cracked", map_bottom, 3, 12);
map->DrawMaterial("Rock-rock", map_bottom, 3, 12);
map->DrawMaterial("Rock", map_bottom, 3, 12);
map->DrawMaterial("Earth-earth_rough", map_bottom, 2, 8);
map->DrawMaterial("Earth-earth_dry", map_bottom, 2, 8);
map->DrawMaterial("Earth-earth_midsoil", map_bottom, 4, 6);
map->DrawMaterial("Earth-earth_root", map_bottom, 2, 8);
map->DrawMaterial("Earth-earth_spongy", map_bottom, 2, 8);
map->DrawMaterial("Earth-earth", map_bottom, 4, 6);
// Draw a labyrinth using nodes and connections and make it out of tunnel.
var nodes = FindVeinNodes(map, size + 12, size / 2);

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