Better generic automapper
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Better generic automapper
Hey. You all know what it looks like when you have a area of generic and then use the automapper. It's almost only the 1x1 tiles and here and there a3x3 or 2x2. I was wondering if it's possible to make the automapper use as many 2x2/3x3/2x3 as possible. It just looks better.
reply to this post or your mom will die in her sleep tonight
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Re: Better generic automapper
I thought about that just 2 days ago too
imo its a really good idea, I would like to have this automapper too 


- mokuz
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Re: Better generic automapper
best idea 2012!!!!
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mods banned my previous sig :( this is censorship freedom of speech is dead xoxox
mods banned my previous sig :( this is censorship freedom of speech is dead xoxox
- hi_leute_gll
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Re: Better generic automapper
It is sadly not possible. You would need an algorithm which computes a distribution of these multiblocks covering as much area as possible while it makes sure to not overuse a certain type of multiblock. The automapper in the client can't do this, it can just follow simple rules, such as if there is tile x then place y to the left of it. The question is: How should the automapper get, where to place these multiblocks and which?
In the current way it places randomly the top-left corner and then autocompletes them while deleting overlapping blocks, but this isn't working if you really want to cover the whole (or most) of the area, while using different shapes.
In the current way it places randomly the top-left corner and then autocompletes them while deleting overlapping blocks, but this isn't working if you really want to cover the whole (or most) of the area, while using different shapes.
.hi._.leute._.gll. | iMTGmember
- deen
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Re: Better generic automapper
"Just make the automapper a lua script" would be a "solution" for this. I think the current approach is good enough.
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Re: Better generic automapper
deen, can you do this for me/ us? I don't know what a lua script is or how to make it
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