Mapdev:diffuse: Difference between revisions

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m →Diffuse: replaced image.
m →Image File: using file info template.
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== Image File ==
== Image File ==
* The diffuse image texture is compiled with mapconv into the SMT/SMF files.
{| class="wikitable" width="100%"
* 8 bpp RGB
! width="15%" | File Location
<center>
| The diffuse texture is an intermediary file compiled into the SMF/SMT files using [[MapConv]] or [[MapConvNG]].
|-
! File Format
| Any that Mapconv programs support
|-
! Colour Depth
| 8bpp
|-
! Channels
| RGB
|-
! Resolution
| <center>
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
!Spring Map Size<sup>*</sup>
!Spring Map Size<sup>*</sup>
Line 52: Line 64:
| 16 384
| 16 384
|-
|-
| style="text-align: left;font-style:italic" colspan=2 | &#42; must be multiples of 2
| style="text-align: left;font-style:italic" colspan=2 | * must be multiples of 2
|}</center>
|}</center>
|}


== Compression ==
== Compression ==

Revision as of 14:05, 6 January 2013

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

File Location The diffuse texture is an intermediary file compiled into the SMF/SMT files using MapConv or MapConvNG.
File Format Any that Mapconv programs support
Colour Depth 8bpp
Channels RGB
Resolution
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.