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Topic: saved roads

egg

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Joined: 2009-06-22, 15:45
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Pry about Widelands
Posted at: 2014-09-14, 15:22

In a save file (*.wgf), how are roads saved?


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SirVer

Joined: 2009-02-19, 14:18
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Posted at: 2014-09-15, 05:19

This is a complex question. Roads are immovables and are therefore saved as immovables (like builidings, trees...). They are saved in order of creation but reloaded in order of fields.

Why do you want to know? It is maybe easier to help you with your final goal instead.


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egg

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Pry about Widelands
Posted at: 2014-09-15, 12:08

Roads can be very difficult to see against steppe.png or on the side of a north facing hill. I just wondered if I could use the data in a saved game file to create a map of the roads.


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DragonAtma
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Posted at: 2014-09-15, 12:25

I've noticed problems with seeing roads on some backgrounds as well; it may be best to edit the road graphics so there's a decent amount of contrast with all terrain.


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egg

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Pry about Widelands
Posted at: 2014-09-15, 12:29

Yes, that is one way, but the roads change colour with usage, so picking a good contrast for a new road might not work well for an old road. Also, it wouldn't help the problem of north-facing slopes.


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wl-zocker

Joined: 2011-12-30, 16:37
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Posted at: 2014-09-15, 12:30

In the directory where you installed Widelands, in world/pics, you find the images that are used to display the road. If you want, you can try to play around with them (I do not know how it works exactly). If you find a texture that is easy to see on all (61, I think) terrain types (or at least on most), could you please share them with us? (You are not the only one who has problems recognizing roads face-wink.png )


"Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg

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egg

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Joined: 2009-06-22, 15:45
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Pry about Widelands
Posted at: 2014-09-15, 12:43

I did have a play around with steppe.png, but with little success. A map, without the compacting effect of terrain, would make things very clear. It is unfortunate that the documentation is so sparse.


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DragonAtma
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Posted at: 2014-09-15, 12:49

Very well; I'll take a look at it. But we may have to go with two-color roads -- that is, have a darker road color flanked by two lighter road colors (so even if the outer color blends in with the ground, there'll still be some contrast between that and the inner color).


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egg

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Pry about Widelands
Posted at: 2014-09-15, 13:27

That's good of you- I wasn't pressing for someone else to do the work, but I thought that if I could get at the data I could put together a little external program to show a map. However, it would be better if you could look into the bordered roads. An alternative way would be to set up a key press which would 'twinkle' the road colours between two colours, say light grey and dark grey. Normal display would resumed when the key is released. This wouldn't help with the problem of steep north facing slopes, where the flags are very close together.


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DragonAtma
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Posted at: 2014-09-15, 13:38

Back before the mapmerge, it wouldn't be hard to find four pairs of roads that fully contrast. Unfortunately, with 61 terrains instead of groups of 16, it's not so easy with the current maps. We may be forced to use bordered roads, as (given how many shades of gray are taken by terrain) the alternatives would likely be vibrant colors. RGB 104/104/208 and 64/64/128 mostly work, but are rather odd colors for roads!


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