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Fantasy Grounds Message Boards - View Single Post - Pathfinder Parser. First Step is Downloads: First you have to go to get the d20_JPG ruleset here: Then go here and download the Pathfinder V8 extension: Download the PF Library modules: In Windows XP there is a folder structure as follows: C:\Documents and Settings\You\Application Data\Fantasy Grounds II In the Fantasy Grounds II folder will be folders: Rulesets, Modules, Extensions ( among others ) For the ruleset zip file you downloaded ( , unzip it and put the folder named D20_JPG into Rulesets folder Put the file PathfinderVer8.ext into the Extensions folder Next Unzip the 4 Pathfinder module zip files.

Fantasy Grounds Message Boards - View Single Post - Pathfinder Parser

The resulting 6 files are .mod files, and need to be put into the Modules folder. If you have Windows 7 or Vista the folder structure is a little different but the idea is the same. Someone also mentioned de-activating the 3.5 Library modules, but I'm not sure if it is necessary and how to go about that. Www.Gozzy' - Random Dungeon Map Creator. The random dungeon map creator will draw dungeon maps on the fly.

www.Gozzy' - Random Dungeon Map Creator

Draw a Map Using the Random Dungeon Map Creator Welcome to the Random Dungeon Map Creator. There are now two different versions of the Creator each with it's own specific variables. The generator will create an almost unlimited number of maps. Don't like the map it made? Wandering Line Type Random Room Type. Random Dungeon Generator. Dungeon Generation Article Series « Writing Kode.

On this page you’ll find links to all the articles in my dungeon generation series.

Dungeon Generation Article Series « Writing Kode

Part 1 – IntroductionPart 2 – Beginning the generation processPart 3 – Implement walking in random directionsPart 4 – Create corridors as we walk to create a mazePart 5 – Adjust the chance to change corridor directionPart 6 – Find and remove dead-endsPart 7 – Adjust the sparseness of the maze by removing dead-endsPart 8 – Add loops to dead-endsPart 9 – Placing rooms in the mazePart 10 – Adding doors to rooms Like this: 7 thoughts on “Dungeon Generation Article Series” Pingback: A fine TDD Tutorial « Dom's Code Pingback: Zombie Accountant Sales, Thoughts « Ben Kane This was an excellent series, I was able to apply the code (with minor tweeks) to display a 3D dungeon in unity.

I do have a quick question though, is there a way I could modify the code to not use the System.Drawing library without extensive re-writes? Leave a Reply Follow Get every new post delivered to your Inbox. Powered by d20 Random Dungeon Generator. Dungeon Generation - Procedural Content Generation. Dungeon generation is the first example of procedural generation of levels in games: Rogue and Beneath Apple Manor both feature creation of a new level consisting of a number of rooms connected by corridors surrounded by rock walls.

Dungeon Generation - Procedural Content Generation

Dungeon generation is particularly well suited by 2d grid based games, and by extension voxel based engines, but not very well suited to most modern game engines, which usually have a map compilation pass which increases the overall generation time and geometry which is not well suited to deformation by tunnelling. There are two basic approaches to dungeon generation: place the rooms first, then attempt to connect them via corridors; or place the corridors using a maze generation algorithm, then unify sections of the maze to form rooms. Online Demos donjon Random Dungeon Generator and a description and partial source code for the generator. Code Example PCG Wiki References Mazes are a specific kind of dungeon that has many well researched algorithms.