Mapdev:metal: Difference between revisions
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{{infobox|title=Caution|icon=icon-caution.png|icon-size=48|color=rgba(255,0,0,0.1) | {{infobox|title=Caution|icon=icon-caution.png|icon-size=48|color=rgba(255,0,0,0.1) | ||
|body=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.}} | |body=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.}} | ||
{| class="wikitable" | <center> | ||
| || | {| class="wikitable" | ||
|+ Example | |||
| [[File:Mapdev-metal.png|256px]] || [[File:Mapdev-metal-example.png]] | |||
|- | |- | ||
! Example | ! Example Metal Map !! Ingame Result | ||
! Ingame Result | |}</center> | ||
|} | |||
= Specification = | = Specification = | ||
Revision as of 04:31, 19 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
| |
| Example Metal Map | 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.
