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 | ||
<center> | <center> | ||
{| class="wikitable" | {| class="wikitable" | ||
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== Image File == | == Image File == | ||
* The diffuse image texture is compiled with mapconv into the SMT/SMF files. | |||
* 8 bpp RGB | * 8 bpp RGB | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
Revision as of 02:07, 21 December 2012
Diffuse
The colour of the terrain, then modified with the lighting values in mapinfo.lua
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|
| 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
- The diffuse image texture is compiled with mapconv into the SMT/SMF files.
- 8 bpp RGB
| Spring Map Size* | pixels = Spring Map Size * 512 |
|---|---|
| 2 | 1024 |
| 4 | 2048 |
| 6 | 3072 |
| ... | ... |
| 32 | 16 384 |
| * must be multiples of 2 | |
Compression
It's possible to reduce the size of the final map by using a repeating pattern in your texture image. mapconv auto detects that pattern and saves each unique tile that you've used as DDS inside the mapfile.

