Difference between revisions of "Landgen usage (Worms 2)"
From Worms Knowledge Base
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For Line Noise and Noise randomization hex values greater than 100 recalculates as [HexVal MOD 100]. | For Line Noise and Noise randomization hex values greater than 100 recalculates as [HexVal MOD 100]. | ||
: ''Example'' : '''Terrain Code = 2E3C132D6466 -> Land_base_line = [2E3C132D] = 775689005; Base_line_noise = [64] = 100; Noise_randomization = [66] = [102 MOD 100] = 2''' | : ''Example'' : '''Terrain Code = 2E3C132D6466 -> Land_base_line = [2E3C132D] = 775689005; Base_line_noise = [64] = 100; Noise_randomization = [66] = [102 MOD 100] = 2''' | ||
− | ; Object_code : random | + | ; Object_code : random signed 32-bit integer, used for level object's sprites randomization |
Random numbers are generator seeds, which means same numbers generate same terrain. Still researching how this numbers change affects generated terrain. | Random numbers are generator seeds, which means same numbers generate same terrain. Still researching how this numbers change affects generated terrain. | ||
; Objects_count : set how many object appears on terrain, values 0-100, by default = 50 | ; Objects_count : set how many object appears on terrain, values 0-100, by default = 50 |
Latest revision as of 07:20, 21 November 2014
(Up to Game logic)
Landgen (short for Land Generator) is the command line program that generates land files for Worms 2. It's located at "%Worms_2_Install_Dir%\Binaries\Landgen.exe". Landgen is executed by frontend, which sets "Default Dir" for Landgen to "Worms 2 Install Dir". This means the paths passed to Landgen by frontend are relative to "Install Dir", not "Binaries\".
Landgen is used to create:
- Thumbnails for Terrain Editor
- Command Line: Landgen.exe /thumbnail Path\name_of_generated_thumbnail Land_base_line Base_line_noise Noise_randomization
- Example : Landgen.exe /thumbnail levels\thumbs.dat 444831613 24 54
- Previews - 1:1 terrain data file that is used in manual terrain editing.
- Command Line: Landgen.exe /preview Path\name_of_generated_preview Land_base_line Base_line_noise Noise_randomization
- Example : Landgen.exe /preview levels\preview.dat -1891240261 95 29
- Land that is used for game and land preview in Terrain Editor
- Command Line: Landgen.exe /generate Path\name_of_generated_land Path_to_level_sprites_dir Path_to_water_sprites_dir Land_base_line Object_code Objects_count Base_line_noise Noise_randomization
- Example : Landgen.exe /generate data\land.dat .\data\level\FARM .\data\water\Blue 1765502980 24323 50 4 40
- Land for game and land preview generated from edited terrain
- Command Line: Landgen.exe /grafitti Path\name_of_generated_land Path_to_edited_land_data Path_to_level_sprites_dir Path_to_water_sprites_dir Land_type Object_code Objects_count
- Example : Landgen.exe /grafitti data\land.dat levels\grafitti.dat .\data\level\SNOW .\data\water\Blue 1 18688 50
- Land_base_line
- random signed 32-bit integer, used for land randomization, first 8 hexadecimal digits of Terrain Code, never equals to 0
- Base_line_noise
- random number, values 0-100, used for land randomization, 9-10 hex-digits of Terrain Code
- Noise_randomization
- random number, values 0-100, used for land randomization, 11-12 hex-digits of Terrain Code
For Line Noise and Noise randomization hex values greater than 100 recalculates as [HexVal MOD 100].
- Example : Terrain Code = 2E3C132D6466 -> Land_base_line = [2E3C132D] = 775689005; Base_line_noise = [64] = 100; Noise_randomization = [66] = [102 MOD 100] = 2
- Object_code
- random signed 32-bit integer, used for level object's sprites randomization
Random numbers are generator seeds, which means same numbers generate same terrain. Still researching how this numbers change affects generated terrain.
- Objects_count
- set how many object appears on terrain, values 0-100, by default = 50
- Land_type
- 0 = Open, 1 = Cavern
There can be more. Research continues.