Mapdev:diffuse: Difference between revisions
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= Diffuse = | = Diffuse = | ||
The colour of the terrain | The colour of the terrain, then modified with the lighting values in mapinfo.lua | ||
{| class="wikitable" | <center> | ||
| || | {| class="wikitable" | ||
|+ Example | |||
| [[File:Mapdev-diffuse.jpg]] || [[File:Mapdev-diffuse-example.png]] | |||
|- | |- | ||
! Example Diffuse | ! Example Diffuse Map !! Ingame Result | ||
! Ingame Result | |}</center> | ||
|} | |||
= Specification = | = Specification = | ||
| Line 12: | Line 13: | ||
The relevant sections of the mapinfo.lua file that effect the colour of the ground are in the [[Map_Making:mapinfo.lua#Lighting|Lighting subtable]] | The relevant sections of the mapinfo.lua file that effect the colour of the ground are in the [[Map_Making:mapinfo.lua#Lighting|Lighting subtable]] | ||
<pre> | |||
local mapinfo = { | local mapinfo = { | ||
... | ... | ||
| Line 26: | Line 27: | ||
... | ... | ||
} | } | ||
</pre | </pre> | ||
== Image File == | == Image File == | ||
{| class="wikitable" width="100%" | |||
! width="15%" | File Location | |||
| The diffuse texture is chopped into 32x32 pixel tiles compressed using DXT1 and compiled into the smt using [[MapConv]] or [[MapConvNG]]. | |||
|- | |||
! File Format | |||
| Any that Mapconv programs support | |||
|- | |||
! Colour Depth | |||
| 8bpp | |||
|- | |||
! Channels | |||
| RGBA | |||
|- | |||
! Resolution | |||
| <center> | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
!Spring Map Size<sup>*</sup> | !Spring Map Size<sup>*</sup> | ||
| Line 49: | Line 64: | ||
| 16 384 | | 16 384 | ||
|- | |- | ||
| style="text-align: left;font-style:italic" colspan=2 | | | style="text-align: left;font-style:italic" colspan=2 | * must be multiples of 2 | ||
|}</center> | |||
|} | |} | ||
== Compression == | == Compression == | ||
The DXT1 compression is lossy, but in a consistent manner. all 32x32 tiles will have exactly the same size. To reduce the number of tiles saved in tile file(SMT) you can align graphical elements to a 32x32 pixel grid. MapConv can detect that a tile is repeated and reference it only once. This means that any repetition of the diffuse image, so long as it is aligned to a 32x32 pixel grid will result in a reduction in size. | |||
* Use tiled textures that are multiples of 32x32 in dimensions. | |||
* Place features like geovents and metal spots on a 32x32 grid. | |||
* Repeat as much as possible on a 32x32 pixel grid. | |||
[[Category: | [[Category:Map Dev]] | ||
Latest revision as of 16:37, 18 December 2018
Diffuse
The colour of the terrain, then modified with the lighting values in mapinfo.lua
![]() |
|
| Example Diffuse Map | Ingame Result |
|---|
Specification
mapinfo.lua
The relevant sections of the mapinfo.lua file that effect the colour of the ground are in the Lighting subtable
local mapinfo = {
...
lighting = {
...
--// ground lighting
groundAmbientColor = {0.5, 0.5, 0.5},
groundDiffuseColor = {0.5, 0.5, 0.5},
groundSpecularColor = {0.1, 0.1, 0.1},
groundShadowDensity = 0.8,
...
},
...
}
Image File
| File Location | The diffuse texture is chopped into 32x32 pixel tiles compressed using DXT1 and compiled into the smt using MapConv or MapConvNG. | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| File Format | Any that Mapconv programs support | ||||||||||||||
| Colour Depth | 8bpp | ||||||||||||||
| Channels | RGBA | ||||||||||||||
| Resolution |
| ||||||||||||||
Compression
The DXT1 compression is lossy, but in a consistent manner. all 32x32 tiles will have exactly the same size. To reduce the number of tiles saved in tile file(SMT) you can align graphical elements to a 32x32 pixel grid. MapConv can detect that a tile is repeated and reference it only once. This means that any repetition of the diffuse image, so long as it is aligned to a 32x32 pixel grid will result in a reduction in size.
- Use tiled textures that are multiples of 32x32 in dimensions.
- Place features like geovents and metal spots on a 32x32 grid.
- Repeat as much as possible on a 32x32 pixel grid.

