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 | &#42; must be multiples of 2
| style="text-align: left;font-style:italic" colspan=2 | &#42; 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
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.