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It is currently Thu Nov 26, 2009 3:22 am
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Zimnel
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Post subject: Mod Stage and map Posted: Fri Sep 26, 2008 8:15 am |
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Joined: Fri Sep 26, 2008 7:50 am Posts: 5
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I've searched this forums for a thread like this, a percent status of things completed. Example:
*Land: 80%
*Exterior: 50%
*Interior: 30%
*Quests: 10%
*3d models: 60%
*Books: 60%
Or a region status percent, that is useful to people willing to join.
Next thing you need is an ingame map  Is that on the works?
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valisarius
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Post subject: Posted: Fri Sep 26, 2008 9:12 am |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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I have produced an ingame map but it is huge (nearly 20MB and needs working into something more artistic than a jpeg overview.)
The percentage thing is a good suggestion. Would I put that into the bethesda forum or here?
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truant
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Post subject: Posted: Fri Sep 26, 2008 1:27 pm |
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| Senec |
Joined: Sat Aug 09, 2008 3:34 pm Posts: 149
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You could put it in the official Mesogea [WIPz] thread, but I would definitely put it on the main page of the Mesogea web site. That's where mine is for my mod.
I also recommend sitting down and figuring out how your going to estimate those percentages. In the case of Mesogea, since it is huge, I'd probably break it down into areas/claims and have percentage completion tracking on each of them (and maybe a combined one for the total area). Those could go in the claims threads for each area, too.
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valisarius
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Post subject: Posted: Fri Sep 26, 2008 10:53 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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Hmm, I like the idea of that. I could put the map up onto the website, the trouble is that at 17MB approx or thereabouts it would be a nightmare to open up. Is there a way of making it less memory heavy?
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truant
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Post subject: Posted: Sat Sep 27, 2008 1:27 pm |
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| Senec |
Joined: Sat Aug 09, 2008 3:34 pm Posts: 149
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Is that the in-game map? Does it open in-game at that size?
Making it smaller for the web site wouldn't be hard. I'd probably go for a reduced scale map that can be used as an image map leading to each area or claim. You could get really fancy with it if you wanted, but you don't have to. Or just put up a map with numbers on it and have a set of numbered links.
You should be able to open it up in The Gimp and scale it down and convert it to a lighter file format. If you're feeling really ambitious (or can find someone to do it for you) use the Google Map API and turn it into a full-fledged Google map.
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valisarius
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Post subject: Posted: Sat Sep 27, 2008 2:39 pm |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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I havent tried to run it in game at that size. I could do with making it into a more appropriate image, more a realistic map than a full jpeg type rendering of the placed objects and lands.
I would love to get someone to split up the map and make it more workable. I havent the time to learn. I wish I had.
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Zimnel
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Post subject: Posted: Sun Sep 28, 2008 2:23 pm |
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Joined: Fri Sep 26, 2008 7:50 am Posts: 5
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This is a tutorial made by Lordrahl in the ORE forums figuring out how to include a proper map in a customized world:
Hope this will help 
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valisarius
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Post subject: Posted: Mon Sep 29, 2008 11:40 am |
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Joined: Mon Feb 18, 2008 9:37 pm Posts: 760
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I am going to run produce a new map of the world as it stands thus far. It takes quite a few hours to produce then I will drop it into jpeg format which reduces the memory size by two thirds. Then we can work out what to do with it.
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Citizen86
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Post subject: Re: Mod Stage and map Posted: Wed Aug 19, 2009 3:07 pm |
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| Milite |
Joined: Fri Aug 14, 2009 6:32 pm Posts: 98
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Wow I wish I had seen that tutorial Zimnel posted before I had started the Worldmap... I had to guess a lot of it myself, haha.
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