Mapdev:diffuse: Difference between revisions
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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. | 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. | ||
[[Category: | [[Category:Map Dev]] | ||
Revision as of 21:12, 20 March 2013
Diffuse
The colour of the terrain, then modified with the lighting values in mapinfo.lua
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| 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 |
| ||||||||||||||
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.

