SMD file explained
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Well im even further now, Im just curious about a few things:
1) What the different light settings do. The descriptions in the Wiki are not very usefull. If you want a visulisation thing like Gnome suggested, then I will need to know exactly what the following settings do:
3) For the colour values, does spring support multiple decimal places, or just one? EG is 0.756 good, or only 0.7
4) Any Ideas for features that have not already been listed?
1) What the different light settings do. The descriptions in the Wiki are not very usefull. If you want a visulisation thing like Gnome suggested, then I will need to know exactly what the following settings do:
- GroundAmbientColor
- GroundSunColor
- GroundShadowDensity
- UnitAmbientColor
- UnitSunColor
- UnitShadowDensity
3) For the colour values, does spring support multiple decimal places, or just one? EG is 0.756 good, or only 0.7
4) Any Ideas for features that have not already been listed?
This is a very ticky question... mainly because I dont think even the SY's know! Well Ok they prob do have some idea...
Basicly Unit and Ground are, as ud expect, for the actull terrain and teh actull wrekages and units.
The ambient valuse are the lighting conditions in an area not lit by the sun.
The sun colour is one one fopr areas of ground that are lit by the sun.
Shadow density deals with the harsness of the transition. (Ie how quickly somthing fads between lit and unlit)
Default valuse would realy depend on what sort of map, i cant give you any now as im at work and can't check, but youd be best served by checking out the valuse in several different style maps and giveing severaly basic options like "Metal" "Grass" "Snow". somthing liek that...
It takes multiple decimal places, and also tehre is no real cap on teh numbers, all the valuse seem to be in relation to other valuse not as actull valuse.
How are you gonna handle terrain types? Cause leavein fields for 255 different types would be nuts...
aGorm
Basicly Unit and Ground are, as ud expect, for the actull terrain and teh actull wrekages and units.
The ambient valuse are the lighting conditions in an area not lit by the sun.
The sun colour is one one fopr areas of ground that are lit by the sun.
Shadow density deals with the harsness of the transition. (Ie how quickly somthing fads between lit and unlit)
Default valuse would realy depend on what sort of map, i cant give you any now as im at work and can't check, but youd be best served by checking out the valuse in several different style maps and giveing severaly basic options like "Metal" "Grass" "Snow". somthing liek that...
It takes multiple decimal places, and also tehre is no real cap on teh numbers, all the valuse seem to be in relation to other valuse not as actull valuse.
How are you gonna handle terrain types? Cause leavein fields for 255 different types would be nuts...
aGorm
Ill look into the different lighting styles tommorow then.
How I was going to do the terrain types was:
Have a list with Add, Delete and Edit buttons.
You add a terrain type, edit its values and place it in the list.
From there, you can delete them or edit them again.
will support the whole 255, but you can add just the ones you want.
And just for some clarification of the lighting, if we had say a white map, with a white sun. A GroundSunColour of 1 1 1 would leave it as default, and a value of 0.5 0.5 0.5 would make it grey. The Shadow colour works the same way, but on the ground in the shadows. Please correct me if im wong, cause I really dont want to have to go through and re-write my code later if I do it wrong.
Thanks for the help.
How I was going to do the terrain types was:
Have a list with Add, Delete and Edit buttons.
You add a terrain type, edit its values and place it in the list.
From there, you can delete them or edit them again.
will support the whole 255, but you can add just the ones you want.
And just for some clarification of the lighting, if we had say a white map, with a white sun. A GroundSunColour of 1 1 1 would leave it as default, and a value of 0.5 0.5 0.5 would make it grey. The Shadow colour works the same way, but on the ground in the shadows. Please correct me if im wong, cause I really dont want to have to go through and re-write my code later if I do it wrong.
Thanks for the help.
Problem Is that teh valuse can be bigger than 1, plus you can often use negative valuse to remove the colour even more (IE if the sky is mainly red a sun with red 0 still looks red, but one with a negative value heeds more to white (till the value is greater in the negative sence than the original colour)
aGorm
aGorm
OK... I can see this extending way beyond my current skill. How about I just have a box that you can select different presets from, with the ability to go into an 'Advanced Mode', where you can tweak this stuff. Does that sound good? If so, I will need some presets from map makers that will fit the job.
So All the different settings in the [LIGHT] thing, and possibly some presets for water as well. Both would be very handy.
In other news, I have lost some of my work to corruption, and this means that I have to try to repair some VB files in notepad. It aint fun.
So All the different settings in the [LIGHT] thing, and possibly some presets for water as well. Both would be very handy.
In other news, I have lost some of my work to corruption, and this means that I have to try to repair some VB files in notepad. It aint fun.