Subject:
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Re: Castle World Map
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Newsgroups:
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lugnet.castle
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Date:
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Wed, 2 Feb 2000 04:41:55 GMT
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Viewed:
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2798 times
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In lugnet.castle, Tim Coats writes:
> craig hamilton wrote:
> >
> > In lugnet.castle, Tim Coats writes:
> > > I am playing with the idea of trying to make a map using POVRay which
> > > would allow not only a top view of the map, but a rendered 3D view of
> > > the map with trees and mountains, etc. Does anyone think this is a good
> > > idea, or is it too much work.
> > >
> > > Timbo
> >
> > hey, timbo!
> >
> > yes, it's a great idea, and it will work on the CW map i'm currently
> > designing. ...and, yes, it's too much work, but it'll be fun and well worth
> > it! try to hang loose for a couple more weeks when pawel and i will have a
> > LOT to show ya!
>
> If people are interested I will try to get POVRay to output the sample
> version I was playing with as an example.
>
> We would need to work out a key for the Lego map:
>
> Like:
>
> 1 stud = 1 mile (5 miles, etc.)
> 1 plate thickness = 1000 feet of elevation (I didn't want the relief map
> to get too carried away)
> Lego blue is water
> Lego lt green is plains
> Lego green is hills
> Lego pine trees (1/4 size) are pine forest
> Lego palm trees (1/4 or 1/8 size) are tropical forest
> Lego tan is desert
> Lego Dark gray is mountains
> Lego White is snow
> Lego Grey is castle/city
> Lego yellow is beach (possibly coral reefs)
> lego lt blue (possibly prickly bush (1/4 size)) is swamp
> Lego red is Lava/volcano
>
> Anyway, that is a brief summary of the direction I am thinking with the
> Lego maps
>
> There could actually be several scales, but they should be standardized
> and everyone should use them, like: world map scale, regional scale, and
> local scale.
>
> Timbo
Timbo! you're psychic! well sort of. amazingly close to what i've been
working on! the color code i'm using (thus far, always room to change later)
is a bit more simplified, and used to denote basic textures :
blue ~ water
lt. blue ~ as a "shoreline" border, and for inland bodies of water (rivers,
lakes, etc..)
green ~ "jungle" 90%(+) vegetation
brown ~ "forest" 60% vegetation
light gray ~ "combination" boulders w/ 30% vegetation
dark grey ~ rough mountain w/ 10%(-) vegetation
beige ~ "desert" sand (also beach!)
orange ~ volcanic
these textures are overlaid on a variety of surface forms in diferent
combinations. (a green mountain range is vastly different from a drk grey
one. hills, mountains, and other three dimentional features are marked by
the landform.
black ~ is used to mark these land forms
red ~ is used for the square grid (just the cross-hair corners) overlay
yellow ~ is used for markers noting occupied realms.
if this sonds kind of basic, keep in mind that i'm working on a "global"
view, and want to keep realms as carte blanche as possible to allow for
maximum creative freedom later on. what you have envisioned, timbo would be
stunning for a closer range modeling! i'm anxious to see it!
there is a proposed scale (yes, down to the pip!) worked into this map. i
had been thinking of the possibilities of extendending the grid three
dimentionally! i'm psychic, too!) to map height and depth would be AWESOME.
but a brick isn't a cube. for overhead mapping, the lego ratio is there as
long as you work in squares.(thus, as you said, modeling in diferent scales
is possible!) but a brick height is a different scale, and i'm not
mathmetician enough and too sleep-deprived to figure it out.
later ~ craig~
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Message is in Reply To:
| | Re: Castle World Map
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| (...) If people are interested I will try to get POVRay to output the sample version I was playing with as an example. We would need to work out a key for the Lego map: Like: 1 stud = 1 mile (5 miles, etc.) 1 plate thickness = 1000 feet of elevation (...) (25 years ago, 2-Feb-00, to lugnet.castle)
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