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 Post subject: Worldmap
PostPosted: Tue Jan 23, 2007 12:17 am 
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I've got a world map done...and it's...pretty bad, I'm not really good with photoshop. I was wondering if someone could spruce it up for me if they get bored or something? lol here's the original.
Image

Here's the photoshop file too, if ya need it. xD

http://www.eocrpg.com/World%2DMap.psd


Last edited by Jobs on Tue Jan 23, 2007 11:55 am, edited 1 time in total.

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PostPosted: Tue Jan 23, 2007 5:32 am 
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Can you do us a favor jobs, when you post an image, please save it as a JPG or GIF. For two reasons... JPG/GIF will work with the IMG tags, BMP will not, secondly BMPs take FOREVER to load (when compared to the aforementioned types)... not a flame or anything, just a request.

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 Post subject:
PostPosted: Tue Jan 23, 2007 11:54 am 
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Yeah, sorry, I just have it as a bmp for my game and forgot to change it. ^_^;


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PostPosted: Tue Jan 23, 2007 12:33 pm 
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Ouch, that isn't so nice. Sorry to say that. Some tips:
1. The water for sure looks like a pattern, the colors doesn't really match so you could think it's another planet with other colors on the water. You should try and make it blend more smoothly.

2. The whole land part is kinda strange too. There are these squares of grey(?) what that now is? And yellow, thats probably a desert? Then you should make that a lighter color perhaps.

3. The land parts should also shift color when it goes from green to yellow for example. It doesn't really get desert right away, you should try using a green/yellow color in between.

4. And try to make the edges a little more circle formed.

I'd bet you could do a better if you spend some more time on it.

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PostPosted: Tue Jan 23, 2007 7:57 pm 
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William wrote:
Ouch, that isn't so nice. Sorry to say that. Some tips:
1. The water for sure looks like a pattern, the colors doesn't really match so you could think it's another planet with other colors on the water. You should try and make it blend more smoothly.

2. The whole land part is kinda strange too. There are these squares of grey(?) what that now is? And yellow, thats probably a desert? Then you should make that a lighter color perhaps.

3. The land parts should also shift color when it goes from green to yellow for example. It doesn't really get desert right away, you should try using a green/yellow color in between.

4. And try to make the edges a little more circle formed.

I'd bet you could do a better if you spend some more time on it.


Don't worry, I'm asking for help because I know it sucks. ;)

The gray are towns, yellow is the desert on the part connected to the green, the yellow island is just another island with yellow-ish grass

I'm still spending time on it. ^_^ Thanks for the tips, I'll try some of your ideas as soon as my homework's done.


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PostPosted: Tue Jan 23, 2007 9:42 pm 
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Make a program that loads the maps and places them in their proper place to make one big map... have BitBlit scale it for you :)

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 Post subject:
PostPosted: Tue Jan 23, 2007 10:02 pm 
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Yeah...I'm not that good at programming xD

I mean if I got some tips on how to start a program like that I might be able to...but not without a little push in the right direction...>.>;;


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 Post subject:
PostPosted: Tue Jan 23, 2007 11:58 pm 
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load the maps to a picbox thats large enough to fit the scaled size of a map x number of maps, use bitblt to draw them all and then export it to a bmp.

mis had it working very well with his old game, but it was choppy due to the tile quality and size it was made. So if you are aiming for a good map, it is best to do like our buddy Mith and make them scaled by no more then half

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PostPosted: Wed Jan 24, 2007 12:09 am 
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that map is horrible


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 Post subject:
PostPosted: Wed Jan 24, 2007 12:12 am 
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Vans wrote:
that map is horrible

lmao xD

Thanks for stating the obvious ;)


And thanks grim, I'll give that a try...see what I can come up with ^_^


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 Post subject:
PostPosted: Wed Jan 24, 2007 1:25 am 
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Code:
        ' Release DC
        Call DD_BackBuffer.ReleaseDC(TexthDC)
       
        ' Get the rect for the back buffer to blit from
        rec.Top = 0
        rec.Bottom = (MAX_MAPY + 1) * PIC_Y
        rec.Left = 0
        rec.Right = (MAX_MAPX + 1) * PIC_X
       
        ' Get the rect to blit to
        Call DX.GetWindowRect(frmMirage.picScreen.hwnd, rec_pos)
        rec_pos.Bottom = rec_pos.Top + ((MAX_MAPY + 1) * PIC_Y) - ZoomOption
        rec_pos.Right = rec_pos.Left + ((MAX_MAPX + 1) * PIC_X) - ZoomOption
       
        ' Blit the backbuffer to MiscBuffer
        Call DD_MiscBuffer.BltFast(0, 0, DD_BackBuffer, rec, DDBLTFAST_WAIT)


You can get the gist of the idea there, by subtracting from the bottom and right, it make the map area smaller.

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 Post subject: Re: Worldmap
PostPosted: Wed Dec 15, 2021 8:01 am 
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 Post subject: Re: Worldmap
PostPosted: Thu Feb 10, 2022 4:02 pm 
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 Post subject: Re: Worldmap
PostPosted: Sun Mar 13, 2022 3:50 am 
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 Post subject: Re: Worldmap
PostPosted: Thu Jun 16, 2022 5:17 am 
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 Post subject: Re: Worldmap
PostPosted: Sat Sep 10, 2022 11:05 pm 
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 Post subject: Re: Worldmap
PostPosted: Fri Nov 04, 2022 7:29 am 
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 Post subject: Re: Worldmap
PostPosted: Sun Dec 11, 2022 12:59 am 
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