Bongo and cricket some questions for world set up.

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DvdGStwrt
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Bongo and cricket some questions for world set up.

Post by DvdGStwrt »

We here in America have base ball, similar to cricket, instead of a flat bat, our bat is round, no wickets instead bases.... We throw differently too. Did I say similar? :lol:

Anyway that is the extent of my knowledge of cricket.

If I am going to dedicate some acreage to Cricket how much land/surface area does that need? How big the "pitch" area with two wickets at either end and how big the rest of the playing field?

Bongo Pitch. Um what is that exactly? I have two checker board patterns, one greys, one greens - I saw the "pitch" area on Zion but never did anything with that. Is this the same as lawn bowling? Again, how much area does this need?

Please state area in mapedit squares (easiest to figure out for me).

Also with the cricket are there wicket models to stand up?
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VDZ
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Post by VDZ »

UltraKricket is not Cricket.
In UltraKricket, all you do is throw the ball, hit the ball, catch/pick up/aren't able to get the ball, the ball explodes and the batter gains an amount of points depending on what happened:
Missed the ball - 0 points, change of batter.
The ball was caught - 0 points, change of batter.
The ball was hit, but picked up - 1 point.
The ball was hit, but not picked up - 2 points.
The ball was hit so hard it couldn't be picked up - 4 points.
You time your batting perfectly and the ball flies away for quite a distance - 6 points.

EDIT: So you do not need wickets. You only need a pitching area and a batting area.
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Fooli
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Post by Fooli »

Never tried setting up a kricket pitch, but this info from the world owner's manual...

.bowler
Used with 'Start Block' to designate the region of the bowlers end of the wicket. (The batsman's and bowler's end is interchangeable, depending on the game mode..)

.batsman
Used with 'Start Block' to designate the region in which the batsman should stands

.wicket
Used with 'Start Block' to designate the region of the wicket, which affects scoring and where fielders can stand.


..would seem to indicate that there is no fixed size to your pitch: you just define areas with start block, and type the command to set up each bit: the bowler region at one end, the batsman region at the other, and the wicket in the middle. "Wicket" is the main pitch, not just the stumps at either end. Eg:

------ <- bowler region
------

<- wicket


------
------ <-batsman region

VDZ is almost there with the scoring (not that you asked) - basically you get a point for hitting it (this is our equivalent of a "run"); you get two points if you hit it a bit further; 4 if you hit it to the boundary; and 6 if you hit it and it crosses the boundary without bouncing. The boundary is basically a circle with its centre on the wicket, and a radius you define in subgame settings. So to answer your other question - how much space do you need - well, it all depends doesn't it :) You have control in those settings over the strength of hits, the radius of the boundary, and so on, and they'll all change the amount of room you need. The pitch on Zion is probably a good guide, though. It seems quite crickety to me.


Bongosquares isn't finished yet, AFAIK. When it is you can be pretty sure it won't be anything like bowling :)

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DvdGStwrt
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Post by DvdGStwrt »

Subgames: Boundary radius: controls the radius of the ultrakricket pitch.

Presently it is set at 0. If I set it at ten does that mean a radius of ten grid in map edit?

My tiles are set at 185... I have no idea what that number actually means if it meters, feet, pixels, cubits? I never fiddled with that. I conclude that height relates to the grey scale color depth (i.e. RGB all in 47 will be at sea level if sea level is set at 47)

Since I am now working on textures, land and models, I need a better idea of what I need for those games. I will not be able to use Zion's cricket pitch (or whatever it is called) due to having used different kind of grass.

The best top down image I have found of a cricket playing field lay out is here:

http://en.wikipedia.org/wiki/Image:Cric ... _parts.svg

According to the same site I find:

The pitch measures 10 X 66 feet (3.05 × 20.12 m). A painted oval is made by drawing a semicircle of 30 yards (27.4 m) radius from the centre of each wicket with respect to the breadth of the pitch and joining them with lines parallel, 30 yards (27.4 m) to the length of the pitch. This line, commonly known as the circle, divides the field into an infield and outfield. Two circles of radius 15 yards (13.7 m), centered on each wicket and often marked by dots, define the close-infield. The infield, outfield, and the close-infield are used to enforce fielding restrictions.

Relating those numbers to ingame measurements escapes me.
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Post by Fooli »

I wouldn't worry about it if I were you - just make something that looks ok and plays ok. It's not as if we're replicating the real game of cricket :)

Boundary radius: no idea, but it would make sense if it was tiles, yes. Typically mit chooses weird values for these things, that make sense if you're a programmer, but confuse the hell out of most other people :) I suppose you'd just have to test it and see.

Landscape scale: I assume that's what you've got set to 185. Again, it bears no relation to any normal measurements. It's all arbitrary.

I can tell you that a standard druid avatar is 6ft tall, a standard tractor model is 13ft tall (i think, without checking) and the standard landscape scale number is 115. So if you wanted, you could work out the percentage difference between 115 and 185 and scale your vehicles and buildings etc up by that amount. Not too many reasons why you'd need to, though. Landscape scale changes the size of the tiles, so with "small" buildings they'll effectively be spaced further apart: you might want to compensate for that I suppose. Or you might want to build wall models etc that span an entire tile - even then you can scale them in the model converter without knowing how many cubits or krells or whatever they are.

The main affect it has is on the textures: a 1024x1024 texmap stretched over a 115 landscape will look much more detailed compared to the same texmap over a 185 landscape.

If you're really picky about these things and you model in Max I can find the unit conversions for you. I do sorta understand your need to keep everything in proportion, cos I try to do that as well... it's usually enough to just pick something as a reference point and scale all your other models accordingly.

Height scale: is a bit trickier, because (I think) it acts on the "normal" heightmap levels... so yeh, if heightscale is at its default level, black is 0 and white is 255. If you change the heightscale those values would probably change, but I couldn't tell you how. Another "mit special" measurement, that one. I always play with it last, just to tweak any overly large mountains or whatever.

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DvdGStwrt
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Post by DvdGStwrt »

Don't worry about it.....

I'm a Type A personality, a perfectionist. I do worry about these kinds of things.

As part of my retexturing of nearly every model possible, I have also been spending a lot of time fiddling with the size of things so an avatar (person) can at least look like they will fit through a door - even if it is just a picture of a door.
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Post by Fooli »

Fair enough :]

Any chance you post a screenie of one of your retextures? Sounds interesting.

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DvdGStwrt
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Post by DvdGStwrt »

I don't have a photo hoster. However T'muiria is online, connected in M-362 the nearest planet to the star.

I'm still tinkering with different "sand" textures for the beaches. Presently I am trying a pink variety along with copper mountain tops.

Each building I have retexed thus far is still standing in the central town.


Last night I finished the first house. I never knew one could launch a house. :lol:
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DvdGStwrt
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Post by DvdGStwrt »

Now is there a way to test the kricket set up by myself?
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