Important part is that those are grouped, and group number is directly presenting pixel gray level in grassmap
So basically if you going to build new zone, just check different group content from csv and paint with correct levels of gray.
As example how I extract this csv (I'm only interested about name and chance) .. first level array is group number/pixel gray level.
- Code: Select all
Array
(
[0] => Array
(
[0] => Array
(
[name] => grass clump 1
[chance] => 30
)
[1] => Array
(
[name] => grass clump 2
[chance] => 30
)
[2] => Array
(
[name] => small plant
[chance] => 25
)
[3] => Array
(
[name] => seed grass 2
[chance] => 12
)
[4] => Array
(
[name] => seed grass 1
[chance] => 3
)
)
[10] => Array
(
[0] => Array
(
[name] => brown small plant
[chance] => 15
)
[1] => Array
(
[name] => brown grass clump 2
[chance] => 10
)
..
..
About those non-terrain, I have studied a bit, but some how coordinates didn't work same way as normal zones.
Oh and pushed few screenshots from Midgard to blog.
http://mharjula.blogspot.com/