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TinTin++ Mud Client

Turn map database into something graphical

 
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ixle



Joined: 15 Sep 2011
Posts: 158
Location: United States

PostPosted: Tue Mar 20, 2012 12:28 am    Post subject: Turn map database into something graphical Reply with quote

Does anyone have/know of anything that can be used to convert data from tintin map files into a jpg/pdf or some other image/graphical representation?

I am interested in creating maps of areas that can be posted to a website.
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Tue Mar 20, 2012 6:55 am    Post subject: Reply with quote

You can use #map map {200x200} {<filename>}, next take a screendump of the displayed map in a small font.

Another option would be a small program that turns a tt++ map into a bitmap file.
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tangobravo



Joined: 02 Jan 2010
Posts: 37
Location: TorilMUD

PostPosted: Tue Mar 20, 2012 11:18 am    Post subject: Reply with quote

While this has been something of a long-term personal project/goal for me, I haven't personally made too much progress yet =)

Kindof along a similar lines, Magicko did an online mud mapper he calls 'Argon' (http://tintin.sourceforge.net/board/viewtopic.php?t=696), in which he put the ability to *export* to TinTin... I wonder if he's done the reverse, and set up an *import* method. If so, this would be a very cool and easy way of doing a visual formatting of a map file...
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Tue Mar 20, 2012 5:23 pm    Post subject: Reply with quote

Using the #MAP MAP {size} command, without a filename does leave something usable in a log file though I find that it works best for on-line display if #CONFIG {LOG} is set to {HTML} rather than {PLAIN} (which has no colour codes) or {RAW} which embeds the ANSI(?) screen colour setting codes.

The idea of a small program to generate an image from a TinTin++ map file does have some merit - it would need to clone the process that the existing program uses to build the map display precisely otherwise it may not display exactly the same image for maps that have rooms which do not link up uniformly via different paths - which is easy to do if you foul up when linking or unlinking rooms by hand rather than by actually walking them out (or if your MUD designers have warped space to make their game...) I would suggest that the PostScript language may be a quick way to produce an image to display/print; a jpeg format would not really be suited to this as the mainly lossy compression features that this format would likely use is best suited to photographic type images rather than the geometric linear features that a TInTin++ map will have.

A possibly useful addition to this endevour would be the capability to add "dummy" rooms to maps which are not drawn as rooms but serve as anchor points for short to medium (say up to 31 characters) strings that can be used to annotate those maps and can be fitted into otherwise empty parts of said maps (That does tend to apply to the more detailed #MAP ASCIIGRAPHICS maps, which would have space for three horizontal lines of such text - but could also be applied to the single character #MAP VTGRAPHICS ones, which would have only one line of text.)

As an example of this, consider the following (artificially created, not possible currently, even though it IS possible to overload a room's symbol with a long string of text the spacing afterwards on that line is messed up) The three '_' have been used to replace the normal '-' that would join Room 'A' east to the Room that has been used as a text anchor with its associated text:
Code:
#CONFIG LOG PLAIN
#LOG: LOGGING OUTPUT TO 'TinTin.log'
#MAP MAP
                       |
          [ ]---[ ]---[ ]---[ ]---[ ]---[ ]---[ ]
           |                                   |
           |                                   |
          [ ]                                 [ ]
           |                                   |
           |                                   |
          [A]___This area is actually a lake  [ ]
           |    with a path around its edge    |
           |                                   |
          [ ]                                 [ ]
           |                                   |
           |                                   |
          [ ]---[ ]---[ ]---[ ]---[ ]---[ ]---[ ]
                                   |         
                                   |
                                  [ ]
                                   |
#LOG OFF
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