Mapdev:metal: Difference between revisions

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m fixed minor details.
m →Image File: added line regarding pixel value effecting the metal value.
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* must be multiples of 2
* must be multiples of 2
* The red value of pixel corresponds to the metal value for that pixel.


[[Category:Mapdev]]
[[Category:Mapdev]]
[[Category:Development]]
[[Category:Development]]

Revision as of 23:58, 17 December 2012

Metal

Metal maps are used for the built in resourcing scheme (Metal/Energy), they define metal areas on a battlefield based upon the values in the red channel of the metal map. This image is an intermediary file compiled into the SMF file using MapConv or MapConvNG

Caution
There are several games for Spring which use their own resourcing system. If you are creating a map for one of those games a metal map may not be necessary, however it is always nice if you can make your maps as compatible with other games as possible, but this is a choice left entirely up to you.
Example Diffuse Texture Ingame Result

Specification

mapinfo.lua

relevant sections of the mapinfo.lua file are:

mapinfo ={
   ...
   maxMetal        = 0.02,
   extractorRadius = 500.0,
   autoShowMetal   = true,
   ...
}

Image File

  • 8 bpp RGB
Spring Map Size* pixels = Spring Map Size * 64 + 1
2 129
4 257
6 385
... ...
32 2049

* must be multiples of 2

  • The red value of pixel corresponds to the metal value for that pixel.