@Cirevam What I meant exactly was, that given a field is made of a square. And one of the squares corners is rised by some levels. The square is split up in 2 triangles. It is folded over one of the diagonals, but i cant figure out which diagonal is used.
If you dig into a cliff, it changes given the direction you dig:
So im currently not sure how it works.
by the way: thanks for mentioning the scaling of the heightmap. I didnt know how many levels make up one block.
@Cyrem
thanks for the tip, makes it much more clear how they have done that. :)
Meanwhile I have made some progress on the script converting.
I´ve written a (somewhat) basic compiler from NERP to Lua. The lua enveironment only needs the already used functions (GetR1, SetR1, GetEnergyCrystalsStored, ...) and it should be working just how it is supposed to.
@aidenpons
Your level scripting tutorial was quite helpful.
I will improve the compiler to handle the weird scripts like "01.nrM", which has some wonky lines like:
TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :WaitForCrystal/ WaitForCrystal:
{
GetCrystalsCurrentlyStored = GetR1 ? Stop
TRUE ? SetMessagePermit 0
TRUE ? SetR1 GetCrystalsCurrentlyStored
TRUE ? SetMessage GetR1 1
}
All old levels, aswell as user-created levels with nerp-scripts should be supported. But Lua should enable some more complex level-scripts.
I will also add the possibility to change the levels surf, height and other maps through the script. That should enable people to make some interesting levels, were caves could collapse or water break through the roof, flooding the cave partially.