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There is now a primitive way for everyone to turn a structure image of a labyrinth into a simple prefab for the SE1/2:

Example:

Assumed you have uploaded anywhere a black+white image of a labyrinth...
http://postimg.org/image/vnlez4zmv/3ad853e6/

...you (easily) can get the 'direct link' to the image (other hosters may work too, however it must be a direct image link)...
http://s23.postimg.org/vnlez4zmv/lab_test1.png

...then take this image link and copy it onto the follow url...
http://dungeonsiege2.net/ds2fun/maze/?img=

The result will be the following link, copy it into the address bar of your browser and press enter.
http://dungeonsiege2.net/ds2fun/maze/?img=http://s23.postimg.org/vnlez4zmv/lab_test1.png

 
 

Remarks+Restrictions:

  • If it takes more than 30 seconds to get the prefab file from the server please check if the file is complete (usually it's complete if the first char of the last row is such a } curly bracket).
  • The structure image has to be an PNG image with 256 colors (grey-scaled or a B/W image of 8 bit color-depth).
  • By default 4 pixels (2x2) are used to represent a DS node. To change this (for example) '&pixels_per_node=144' can be added onto the final link to treat (here) 12x12 pixels for a node. More pixels per node can handle grey tones some better (if you don't have a clear B/W image).
  • The prefab is currently made of DS1 nodes. Enusure you have the terrain pack installed.
  • The SE probably will crash if your prefab will contain more than 2700 nodes.
  • If you need to cut the structure image in pieces (due to the node/prefab limit), the option '&outward_torches=1' (by default it's 0/false) may help.
  • A prefab can be edited manually with any text editor. So node set(*), texture abbreviations and position data can be exchanged quite easily.
  • Alternate texture abbreviations (lower part of that post) also can be specified with '&tex=...' (general) and '&tex2=...' (impassable, inwards). Remind however not all texture sets will fit for all nodes.
  • To make the SE recompile an edited prefab (while the SE was running) just select 1 node an save it as prefab (this will recompile the other prefabs too).

 
 

*: other possible node sets found so far (.SNO files):

- t_dgn01_cnr_ccav-4a.sno
- t_dgn01_cnr_cnvx-4a.sno
- t_dgn01_wal_4a.sno
- t_dgn01_flr_04x04a.sno
- t_dgn02_cnr_04b-ccav-v1.sno / t_dgn02_cnr_04b-ccav-v0.sno
- t_dgn02_cnr_04b-cnvx-v0.sno
- t_dgn02_wal_04b-v0.sno
- t_dgn02_flr_04x04-v0.sno