Mapdev:diffuse
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The colour of the terrain, then modified with the lighting values in mapinfo.lua
Example Diffuse Map | Ingame Result |
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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 chopped into 32x32 pixel tiles compressed using DXT1 and compiled into the smt using MapConv or MapConvNG. | ||||||||||||||
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File Format | Any that Mapconv programs support | ||||||||||||||
Colour Depth | 8bpp | ||||||||||||||
Channels | RGBA | ||||||||||||||
Resolution |
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Compression
The DXT1 compression is lossy, but in a consistent manner. all 32x32 tiles will have exactly the same size. To reduce the number of tiles saved in tile file(SMT) you can align graphical elements to a 32x32 pixel grid. MapConv can detect that a tile is repeated and reference it only once. This means that any repetition of the diffuse image, so long as it is aligned to a 32x32 pixel grid will result in a reduction in size.
- Use tiled textures that are multiples of 32x32 in dimensions.
- Place features like geovents and metal spots on a 32x32 grid.
- Repeat as much as possible on a 32x32 pixel grid.