Mapdev:diffuse: Difference between revisions
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m added image location info. |
m →Image File: centre'd table. |
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* The diffuse image texture is compiled with mapconv into the SMT/SMF files. | * The diffuse image texture is compiled with mapconv into the SMT/SMF files. | ||
* 8 bpp RGB | * 8 bpp RGB | ||
<center> | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
!Spring Map Size<sup>*</sup> | !Spring Map Size<sup>*</sup> | ||
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|- | |- | ||
| style="text-align: left;font-style:italic" colspan=2 | * must be multiples of 2 | | style="text-align: left;font-style:italic" colspan=2 | * must be multiples of 2 | ||
|} | |}</center> | ||
== Compression == | == Compression == | ||
Revision as of 05:42, 27 December 2012
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
- 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.

