Hmmm ... I've been coding with Visual Studio 2008 sp1 since it was released and I've been able to compile for both CC2 & CC3. If you want to, you can zip up your solution directory and email it to me.
I can at least determine if it is an issue with your VS installation somehow or if I can see any obvious problem.
L. Lee Saunders
"It was only a partial solution, of course, as solutions usually are, and addressed only one specific problem, as solutions usually do. But, as was often also true, it opened the door—if only a crack—for the multitude of solutions to follow." 1632 - Eric Flint
for wrapping FCW32.lib in .NET code, unfortunately without success. Visual Studio 2008 SP1 keeps crashing when I try to compile my code.
Is there a DLL available that wraps FCW32.lib so that I could import it directly to C#?
Thanks,
Eric
--- In cc2-dev-l@yahoogroups.com, "Ralf Schemmann" <ralf@...> wrote: > > Hello Eric, > > do a LIST command on all the structures in the map. Click on the little T in the top left of the window that comes up. You can save the LIST info as a text file from there. > > Now, if you're looking to do this in an automated way as a command, I'm unfortunately the wrong person to ask. :P > > Ciao, > Ralf > > On Sun, 17 Jan 2010 12:26:10 +0100, eric.johannsen <yahoo.com@...> wrote: > > > Hi all, > > > > I would like to find a way to list (e.g. in a text file) each structure, the name of the CD3 house/symbol it was created from, and it's position, rotation and scale on the map. > > > > Is that feasible to extract that information? Pointers on how to go about it? > > > > Thanks! > > > > > > > -- > Ralf Schemmann > ProFantasy Software > General Manager > ralf@... > -- > ProFantasy Software Ltd is registered in the UK at Spectrum House, Bromell's Road, London, SW4 0BN. No. 2843515 >
Hotmail: Free, trusted and rich email service. Get it now.
Ralf,
Thanks, that will do in a pinch. I did not see a way to cut and paste the text
from the LIST command and this should work.
Anyone:
I would like to automate this, though. I followed the tutorial at
http://home.windstream.net/ls15426/Tutorial3.htm
for wrapping FCW32.lib in .NET code, unfortunately without success. Visual
Studio 2008 SP1 keeps crashing when I try to compile my code.
Is there a DLL available that wraps FCW32.lib so that I could import it directly
to C#?
Thanks,
Eric
--- In cc2-dev-l@yahoogroups.com, "Ralf Schemmann" <ralf@...> wrote:
>
> Hello Eric,
>
> do a LIST command on all the structures in the map. Click on the little T in
the top left of the window that comes up. You can save the LIST info as a text
file from there.
>
> Now, if you're looking to do this in an automated way as a command, I'm
unfortunately the wrong person to ask. :P
>
> Ciao,
> Ralf
>
> On Sun, 17 Jan 2010 12:26:10 +0100, eric.johannsen <yahoo.com@...> wrote:
>
> > Hi all,
> >
> > I would like to find a way to list (e.g. in a text file) each structure, the
name of the CD3 house/symbol it was created from, and it's position, rotation
and scale on the map.
> >
> > Is that feasible to extract that information? Pointers on how to go about
it?
> >
> > Thanks!
> >
> >
>
>
> --
> Ralf Schemmann
> ProFantasy Software
> General Manager
> ralf@...
> --
> ProFantasy Software Ltd is registered in the UK at Spectrum House, Bromell's
Road, London, SW4 0BN. No. 2843515
>
Hello Eric,
do a LIST command on all the structures in the map. Click on the little T in the
top left of the window that comes up. You can save the LIST info as a text file
from there.
Now, if you're looking to do this in an automated way as a command, I'm
unfortunately the wrong person to ask. :P
Ciao,
Ralf
On Sun, 17 Jan 2010 12:26:10 +0100, eric.johannsen <yahoo.com@...>
wrote:
> Hi all,
>
> I would like to find a way to list (e.g. in a text file) each structure, the
name of the CD3 house/symbol it was created from, and it's position, rotation
and scale on the map.
>
> Is that feasible to extract that information? Pointers on how to go about it?
>
> Thanks!
>
>
--
Ralf Schemmann
ProFantasy Software
General Manager
ralf@...
--
ProFantasy Software Ltd is registered in the UK at Spectrum House, Bromell's
Road, London, SW4 0BN. No. 2843515
Hi all,
I would like to find a way to list (e.g. in a text file) each structure, the
name of the CD3 house/symbol it was created from, and it's position, rotation
and scale on the map.
Is that feasible to extract that information? Pointers on how to go about it?
Thanks!
Do you mean bitmap entities?
They should be inside symbol definitions...
Here is the header:
#define XT_PICTR 1
typedef struct _tag_resinfo
{
BOOL Present;
UINT width;
UINT height;
} RESINFO;
#define RESINFO_COUNT 4
typedef struct _tag_pictr
{
CSTUFF CStuff;
unsigned short XPId; // XP ID # for custom entity SVC
char XType; // entity sub-type (if needed)
DWORD Version;
DWORD Flags;
IMGXFRMODE Mode;
DWORD bmwid; // actual bitmap size
DWORD bmhgt;
GPOINT2 Cen; // Bitmap center
float Bearing;
float RWid;
float RHgt; // real size * 0.5
UINT TColor;
int Alpha;
RESINFO ResInfo[RESINFO_COUNT];
DWORD Reserve[32];
char BMPName[256]; // bitmap file name
} PICTR;
// Values for PictR.Flags:
#define PF_NO_OUTLINE 1
#define PF_DRAW_IN_XOR 2
#define PF_RESINFO_VALID 4
#define PF_RESINFO_ONLY1 8
#define PF_USE_CUR_COLOR 16
#define PF_ROOF_SHADE 32
#define PF_MIRROR 64
#define PICTR_VERSION 0
Please let me know if you need any explanations
Peter Olsson
PK Data
From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On Behalf
Of markt_1964
Sent: Saturday, February 23, 2008 2:10 AM
To: cc2-dev-l@yahoogroups.com
Subject: [cc2-dev-l] Parsing CC3 symbol files
In trying to parse the contents of a CC3 symbol file, it seems that
all the symbols are composed of type #4 entries, which is a custom
entry. Is there any documentation on this entry with regards to how
it is used in symbol files?
Thanks
In trying to parse the contents of a CC3 symbol file, it seems that
all the symbols are composed of type #4 entries, which is a custom
entry. Is there any documentation on this entry with regards to how
it is used in symbol files?
Thanks
> At one time Mike Riddle had a DLL (or was it a LIB) that was the
> core database. You could read files, append files in the code and
> then save the changed files. The renderer was what was not
> included. Would it still work with the changes made in CC3?
It should. Do you still have that external toolkit?
I remember that tool, but I can't find a copy of it anymore.
Peter
At one time Mike Riddle had a DLL (or was it a LIB) that was the core database. You could read files, append files in the code and then save the changed files. The renderer was what was not included. Would it still work with the changes made in CC3?
> If you can isolate just the raw binary entities of interest (the > hotspot entities, for example) from a data file then it should just > be a simple matter of appending the raw binary data to the new map > file.
If the files are compressed it will be tricky to modify them from the outside. If they are in uncompressed mode it is possible.
Are you using sheets? If you are new entities will be appended in the middle of the file. Otherwise you should be able to just insert your entities before the end-of-file marker.
> Something that would work on it's own, even if the end user only has > the CC2 viewer.
Can you use a script running in the Viewer? The needed commands (ACTION and SAVE) are available in the CC3 viewer.
You can also do this from a plug-in XP. It will require a discussion with ProFantasy on licensing as you are not allowed to add draw and edit commands to the viewer.
> If you can isolate just the raw binary entities of interest (the
> hotspot entities, for example) from a data file then it should just
> be a simple matter of appending the raw binary data to the new map
> file.
If the files are compressed it will be tricky to modify them from the
outside. If they are in uncompressed mode it is possible.
Are you using sheets? If you are new entities will be appended in the middle
of the file. Otherwise you should be able to just insert your entities
before the end-of-file marker.
> Something that would work on it's own, even if the end user only has
> the CC2 viewer.
Can you use a script running in the Viewer?
The needed commands (ACTION and SAVE) are available in the CC3 viewer.
You can also do this from a plug-in XP. It will require a discussion with
ProFantasy on licensing as you are not allowed to add draw and edit commands
to the viewer.
Peter
lol. I sent this request before I even realised there was a problem going on. I guess I'm a lucky one that hadn't updated with the patch yet. :)
Basically what I'm hoping for is a way to open a named map, draw a new hotspot at given coordinates on the a named layer, and then save the map. All without actually loading up CC2. Something that would work on it's own, even if the end user only has the CC2 viewer.
Something like this would allow us to create an atlas and then keep updating it as new material comes available.
The Harn atlas product, built with CC2 has been released. I'm hoping to be able to offer updates to the product, speciffically new maps and new hyperlinks. Can anyone think of a way that I can update an end-user's map with new hotspots, and NOT wipe out any changes he or she might have made themselves? Ideally I'd like to do this from script running outside of CC2.
--- In cc2-dev-l@yahoogroups.com, "Ken Snellings" <ken@...> wrote:
>
> Hi folks.
>
> The Harn atlas product, built with CC2 has been released. I'm
hoping to be able to offer updates to the product, speciffically new
maps and new hyperlinks. Can anyone think of a way that I can update
an end-user's map with new hotspots, and NOT wipe out any changes he
or she might have made themselves? Ideally I'd like to do this from
script running outside of CC2.
>
> Thanks,
>
> Ken
>
If you can isolate just the raw binary entities of interest (the
hotspot entities, for example) from a data file then it should just
be a simple matter of appending the raw binary data to the new map
file. However, there is the problem of entity number to contend with,
as having two entities with the same ID is considered bad. It's not
fatal, though.
The "easy" way to do this is to start with a map, save a copy, then
make the hotspot modifications that you want in CC2 and save the
file. The difference between the two files is then the entities of
interest. They should be at the end of the file. I say should, but no
guarantees.
Once you have the two files, pull off the extra stuff from the end
of the modified file and that's the patch to be appended to the new
files. The operation may require a bit of software to be written, but
it is pretty straightforward software.
Joe Slayton
From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On Behalf Of Ken Snellings Sent: 02 July 2007 19:02 To: cc2-dev-l@yahoogroups.com Subject: [cc2-dev-l] Updater
Hi folks.
The Harn atlas product, built with CC2 has been released. I'm hoping to be able to offer updates to the product, speciffically new maps and new hyperlinks. Can anyone think of a way that I can update an end-user's map with new hotspots, and NOT wipe out any changes he or she might have made themselves? Ideally I'd like to do this from script running outside of CC2.
The Harn atlas product, built with CC2 has been released. I'm hoping to be able to offer updates to the product, speciffically new maps and new hyperlinks. Can anyone think of a way that I can update an end-user's map with new hotspots, and NOT wipe out any changes he or she might have made themselves? Ideally I'd like to do this from script running outside of CC2.
This mailbox has been closed -- your message has not been received by Mark.
After 13 years of being mark@..., unmanageable levels of spam have
forced me to close this e-mail account. My new email address uses “markf”
instead of “mark”. Please add my new address to your contacts and resend
your message.
Thanks,
Mark Fulford
Please ignore this mail - I'm trying to change my list options!
--
------------------------------------------------------------------------
Andrew Long Email Andrew dot Long at Yahoo dot com
------------------------------------------------------------------------
PGP Key available on request
------------------------------------------------------------------------
Testing - please ignore
--
------------------------------------------------------------------------
Andrew Long Email Andrew dot Long at Yahoo dot com
------------------------------------------------------------------------
PGP Key available on request
------------------------------------------------------------------------
Ralph,
We talking 15-20 minutes a tutorial. Come on and bite the bullet! :-)
Lee
-----Original Message-----
From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On Behalf
Of Ralf Schemmann
Sent: Thursday, March 08, 2007 1:48 AM
To: cc2-dev-l@yahoogroups.com
Subject: Re: [cc2-dev-l] New XP Programming tutorial
Argl.... great stuff. I really want to do these tutorials and even have
installed the development tools already. But I never seem to find the time.
:(((
Ciao,
Ralf
On Thu, 08 Mar 2007 02:38:28 +0100, L. Lee Saunders <saunderl@...>
wrote:
> Everyone,
> I've posted a new tutorial on XP programming at:
> http://home.windstream.net/ls15426
> This time I've started a multi-part tutorial on building a GUI
> friendly replacement to the LIST command. (Thanks Erin D. Smale for
> the idea) The code looks very simple but it took me 80+ hours to get
> it this nice and clean. There is just so little information on
> C++/cli in general and C#-C++/cli crossover that it was a lot of hit
> and miss. but in the end I think that it was worth it.
> The text is not very verbose, after working on it for so long I just
> wanted to get it out there and start on the next one, but I figure
> that if there is something that one of you do not understand, I can
> and additional info to that section.
> So, enjoy and remember to ask questions on the dev list if anything is
> too vague.
> L. Lee Saunders
> _________________________________________________________________
> Explore the seven wonders of the world
> http://search.msn.com/results.aspx?q=7+wonders+world&mkt=en-US&form=QB
> RE
--
Ralf Schemmann
http://www.jhendor.dehttp://www.mapsandmore.com
To Post a message, send it to: cc2-dev-l@eGroups.com
To Unsubscribe, send a blank message to: cc2-dev-l-unsubscribe@eGroups.com
Yahoo! Groups Links
Argl.... great stuff. I really want to do these tutorials and even have
installed the development tools already. But I never seem to find the
time. :(((
Ciao,
Ralf
On Thu, 08 Mar 2007 02:38:28 +0100, L. Lee Saunders <saunderl@...>
wrote:
> Everyone,
> I've posted a new tutorial on XP programming at:
> http://home.windstream.net/ls15426
> This time I've started a multi-part tutorial on building a GUI friendly
> replacement to the LIST command. (Thanks Erin D. Smale for the idea)
> The code looks very simple but it took me 80+ hours to get it this nice
> and clean. There is just so little information on C++/cli in general
> and C#-C++/cli crossover that it was a lot of hit and miss. but in the
> end I think that it was worth it.
> The text is not very verbose, after working on it for so long I just
> wanted to get it out there and start on the next one, but I figure that
> if there is something that one of you do not understand, I can and
> additional info to that section.
> So, enjoy and remember to ask questions on the dev list if anything is
> too vague.
> L. Lee Saunders
> _________________________________________________________________
> Explore the seven wonders of the world
> http://search.msn.com/results.aspx?q=7+wonders+world&mkt=en-US&form=QBRE
--
Ralf Schemmann
http://www.jhendor.dehttp://www.mapsandmore.com
This time I've started a multi-part tutorial on building a GUI friendly replacement to the LIST command. (Thanks Erin D. Smale for the idea)
The code looks very simple but it took me 80+ hours to get it this nice and clean. There is just so little information on C++/cli in general and C#-C++/cli crossover that it was a lot of hit and miss. but in the end I think that it was worth it.
The text is not very verbose, after working on it for so long I just wanted to get it out there and start on the next one, but I figure that if there is something that one of you do not understand, I can and additional info to that section.
So, enjoy and remember to ask questions on the dev list if anything is too vague.
L. Lee Saunders
Explore the seven wonders of the world Learn more!
I have updated the Transparency.c file with the latest version.
The only new stuff is in the FILTERDATA structure which adds information
about the (global) sun settings.
I think the corresponding version of the Effects.dll is available in the lab
on the annual subscription area.
Peter
> -----Original Message-----
> From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On
> Behalf Of Peter Olsson
> Sent: Wednesday, December 07, 2005 8:12 PM
> To: cc2-dev-l@yahoogroups.com
> Subject: RE: [cc2-dev-l] Toolkit for CC3
>
>
> Guess I have to post the sample DLL... :-)
>
> It is now available on:
>
> http://www.pkdata.se/xp/download/Transparency.c
>
> It is the c-source code for the Transparency filter. Just compile it into
> a DLL and copy it to the CC3\Filters directory.
>
> As long as you use the correct calling conversion and data structures you
> should be able to use any language...
>
> Peter
>
>
> > -----Original Message-----
> > From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On
> > Behalf Of Joseph Slayton
> > Sent: Wednesday, December 07, 2005 4:35 AM
> > To: cc2-dev-l@yahoogroups.com
> > Subject: RE: [cc2-dev-l] Toolkit for CC3
> >
> > Sure! Tips:
> >
> > Select an image processing algorithm to give the desired effect.
> > Use Peter's example DLL framework and implement the algorithm.
> > Optimize for speed. Faster is better here.
> >
> > That's about it as far as tips go.
> > Joe Slayton
> >
> >
> > >From: "Simon Rogers" <simonwork@...>
> > >Reply-To: cc2-dev-l@yahoogroups.com
> > >To: <cc2-dev-l@yahoogroups.com>
> > >Subject: RE: [cc2-dev-l] Toolkit for CC3
> > >Date: Tue, 6 Dec 2005 15:00:58 -0000
> > >
> > ><<
> > >New in CC3 is also bitmap filters. You can write your own
> > >bitmap filters and add to CC3. Anyone interested?
> > > >>
> > >
> > >Joe Slayton has done a few of these, and may be prepared to post some
> > >tips.
> > >Simon
Another option would be to fix the installer. Microsoft
provides a redistribution file for .Net that can be called as part of the
installation. It won’t change an existing patched version of .Net but
will install it if it’s needed. This seems a better choice to me than
changing the editor. If you want the editor as a stand-alone this is also
possible, of course. I’m sort of busy at the moment, what time frame do
you need this in?
.NET 1.1 (or 2.0) should, by now, be loaded on any system that is being kept up to date. There is also a .NET redistributable that you can include with the app, just in case. I recommend you remain with .NET (maybe even upgrading to 2.0), since the code will be easier for you to maintain in the future.
Bruce
From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On Behalf Of Simon Rogers Sent: Wednesday, January 24, 2007 8:31 AM To: cc2-dev-l@yahoogroups.com Subject: [cc2-dev-l] Menu editor
We are looking for someone to rewrite the menueditor code in C, or another compact stand alone language. It's included with the latest version of CC3 and just makes sure that the menu files are in order, so it's just opening closing and changing text files. Our version depends on .NET 1.1 bieng present, which is causing a few tech support headaches.
We are looking for someone to rewrite the menueditor code in C, or another compact stand alone language. It's included with the latest version of CC3 and just makes sure that the menu files are in order, so it's just opening closing and changing text files. Our version depends on .NET 1.1 bieng present, which is causing a few tech support headaches.
Silly me. I said tangent space. The normal maps for this sort of thing
should be in model space because we don't have the surface normal available,
just the normal map. The same principles apply but you need a normal map
with encided base direction for each of your basic directions (N, NE, E, SE,
S, SW, W, NW).
Joe Slayton
>From: "Simon Rogers" <simonwork@...>
>Reply-To: cc2-dev-l@yahoogroups.com
>To: <cc2-dev-l@yahoogroups.com>
>Subject: RE: [cc2-dev-l] Roof angle
>Date: Mon, 16 Oct 2006 11:31:39 +0100
>
>Thank you.
>We were considering using a fixed roof angle for simplicity. I (or some
>other lucky person) needs to go through every png symbol and add the
>information to each one, so I need a fairly straightforward way of doing
>it.
>Maybe the filters will make this more straightforward. The option to add
>textures is tempting, though, even if we don't specify everything. I'll
>look
>into it.
>
>Simon Rogers
>http://www.profantasy.com <http://www.profantasy.com/>
>Livejournal - http://sjrlj.notlong.com <http://sjrlj.notlong.com/>
>
>The traditional way to encode angle information is via a surface normal (a
>unit XYZ vector) encoded into the RGB channels of an image, with the image
>being referred to as a "normal map". The dot product of the normalized
>light
>
>vector direction and the pixel from the normal map at the location gives
>the
>
>lighting intensity at that point. These calculations only work in something
>called tangent space, however. If you transform the light direction by the
>rotation matrix for your object then the images will be in tangent space
>(or
>
>maybe it's the transpose of the rotation matrix, I forget right now). There
>are many discussions of this sort of operation out there on the web (key
>phrases "normal map", "tangent space", and/or "pixel shader" should give
>the
>
>required references).
>
>The fun part about normal maps is that if you use single colors for the
>whole image then you can encode a single direction for each polygon, but if
>you use a normal map of varying colors then you can encode things like
>shingles, roughness, and so on into the image. There are filters available
>for Photoshop and the like that make it easy to construct normal maps (see
>the http://developer.nvidia.com <http://developer.nvidia.com> and search
>for PhotoShop Filters).
>
>The hardest part about this implementation is that you need to pass the
>rotation matrix for your entities to the renderer, but that's another issue
>entirely.
>
>Joe Slayton
>
>
>
>
>To Post a message, send it to: cc2-dev-l@eGroups.com
>To Unsubscribe, send a blank message to: cc2-dev-l-unsubscribe@eGroups.com
>Yahoo! Groups Links
>
>
>
>
Thank you.
We were considering using a fixed roof angle for simplicity. I (or some
other lucky person) needs to go through every png symbol and add the
information to each one, so I need a fairly straightforward way of doing it.
Maybe the filters will make this more straightforward. The option to add
textures is tempting, though, even if we don't specify everything. I'll look
into it.
Simon Rogers
http://www.profantasy.com <http://www.profantasy.com/>
Livejournal - http://sjrlj.notlong.com <http://sjrlj.notlong.com/>
The traditional way to encode angle information is via a surface normal (a
unit XYZ vector) encoded into the RGB channels of an image, with the image
being referred to as a "normal map". The dot product of the normalized light
vector direction and the pixel from the normal map at the location gives the
lighting intensity at that point. These calculations only work in something
called tangent space, however. If you transform the light direction by the
rotation matrix for your object then the images will be in tangent space (or
maybe it's the transpose of the rotation matrix, I forget right now). There
are many discussions of this sort of operation out there on the web (key
phrases "normal map", "tangent space", and/or "pixel shader" should give the
required references).
The fun part about normal maps is that if you use single colors for the
whole image then you can encode a single direction for each polygon, but if
you use a normal map of varying colors then you can encode things like
shingles, roughness, and so on into the image. There are filters available
for Photoshop and the like that make it easy to construct normal maps (see
the http://developer.nvidia.com <http://developer.nvidia.com> and search
for PhotoShop Filters).
The hardest part about this implementation is that you need to pass the
rotation matrix for your entities to the renderer, but that's another issue
entirely.
Joe Slayton
The traditional way to encode angle information is via a surface normal (a
unit XYZ vector) encoded into the RGB channels of an image, with the image
being referred to as a "normal map". The dot product of the normalized light
vector direction and the pixel from the normal map at the location gives the
lighting intensity at that point. These calculations only work in something
called tangent space, however. If you transform the light direction by the
rotation matrix for your object then the images will be in tangent space (or
maybe it's the transpose of the rotation matrix, I forget right now). There
are many discussions of this sort of operation out there on the web (key
phrases "normal map", "tangent space", and/or "pixel shader" should give the
required references).
The fun part about normal maps is that if you use single colors for the
whole image then you can encode a single direction for each polygon, but if
you use a normal map of varying colors then you can encode things like
shingles, roughness, and so on into the image. There are filters available
for Photoshop and the like that make it easy to construct normal maps (see
the http://developer.nvidia.com and search for PhotoShop Filters).
The hardest part about this implementation is that you need to pass the
rotation matrix for your entities to the renderer, but that's another issue
entirely.
Joe Slayton
>From: "Simon Rogers" <simonwork@...>
>Reply-To: cc2-dev-l@yahoogroups.com
>To: <cc2-dev-l@yahoogroups.com>
>Subject: [cc2-dev-l] Roof angle
>Date: Fri, 13 Oct 2006 15:40:40 +0100
>
>Roof shading for CD3 works in a similar way to varicolor PNGs symbols, that
>is, two pngs are stacked on top of one another. With varicolor pngs, the
>top
>png appears in the current color, with whatever transparency that png has.
>For png building symbols, we are going to take a similar approach. The
>underneath png will be the building, the top png will mark the areas'
>downward slope. Each roof section will have its downward slope direction
>marked with a color. So, if a roof section was facing down towards the
>north, it would be 90 degrees, if the south, 270 degrees.
>
>My question is, how should I map this angle to a color? Is there a standard
>way of doing this. I want to use rgb, possibly greyscale. An example would
>be R value is hundreds, G value is tens and units, B value first two
>decimals. Ideally, such a scheme would mean that it wouldn't be impossible
>to do a dome or cone using a paint program and some gradient fills.
>
>Please let me know if this makes any sense at all, and if you have a
>suggestion as to the mapping, I'd like to hear it.
>--
>Simon Rogers
>http://www.profantasy.com <http://www.profantasy.com/>
>Livejournal - http://sjrlj.notlong.com <http://sjrlj.notlong.com/>
>
>
Roof shading for CD3 works in a similar way to varicolor PNGs symbols, that is, two pngs are stacked on top of one another. With varicolor pngs, the top png appears in the current color, with whatever transparency that png has. For png building symbols, we are going to take a similar approach. The underneath png will be the building, the top png will mark the areas' downward slope. Each roof section will have its downward slope direction marked with a color. So, if a roof section was facing down towards the north, it would be 90 degrees, if the south, 270 degrees.
My question is, how should I map this angle to a color? Is there a standard way of doing this. I want to use rgb, possibly greyscale. An example would be R value is hundreds, G value is tens and units, B value first two decimals. Ideally, such a scheme would mean that it wouldn't be impossible to do a dome or cone using a paint program and some gradient fills.
Please let me know if this makes any sense at all, and if you have a suggestion as to the mapping, I'd like to hear it.
Sure! The thing I'd like to tackle someday is to write an XP that fractilizes a path and then eliminates any crossovers that might occur.
As for the joint project, in case you misplaced my direct e-mail, it is charlesdsykora (at) mac (dot) com.
--Dale--
On Oct 12, 2006, at 10:34 AM, L. Lee Saunders wrote:
Actually if we worked together on REDN, maybe we could generate a tutorial or two. Sound good?
Lee
From: cc2-dev-l@yahoogroups.com [mailto:cc2-dev-l@yahoogroups.com] On Behalf Of bidmaron Sent: Wednesday, October 11, 2006 7:07 PM To: cc2-dev-l@yahoogroups.com Subject: [cc2-dev-l] XP development
Lee, as you know, I've done all your tutorials on XPs, and I'd love to try my hand at doing something useful and modifying your previous XPs as an exercise. --Dale--