Is this possible?

Is this possible?

Discuss maps & map creation - from concept to execution to the ever elusive release.

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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Is this possible?

Post by TA 3D »

Okay I have a question. After you compile a map, when you go to play it the game(or what ever specifies it) places the constant detail texture to compinsate for the map texture size being small. What I am asking is there a way to change or specify what the constant texture is? Or possibly have it defined by the type map which would allow different detail textures in different places?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

You can specify your own detailtex, yes, but I don't think you can on a per-type basis.

0.62b1
-Added tag "MAP\\DetailTex" to smd file to specifiy map specific detail texture, default is bitmap\detailtex2.bmp, map specific textures should be placed in maps directory.
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Gnome's right, only thing I could add is don't use quote around your bitmap name. eg.
[MAP]
{
Description=Honey I shrunk the game;
TidalStrength=20;
Gravity=150;
MaxMetal=0.05;
ExtractorRadius=200;
MapHardness=1000000;
DetailTex=layout03.bmp;

[ATMOSPHERE]
etc...

Detailtex defined per terrian type would be a very nice addition.
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Your right we need this function. It would still make mapmaking easy, but it would allow for personalized maps that look good and orignal up close, not just personalized maps that look the same up close. I will add this to the requested features list.

But basic idea: Use the type map to specifiy the terrain type(IE hardness, movement speed, ect...), and which detail texture to use for that terrain type.

We need this!
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

TA 3D wrote:I will add this to the requested features list.
There's a list? Where, where, where?

Another, terrain type tag that would be nice is "buildable". I had to do some dodgey stuff to get Ashap Plateau so that the lower area was unsuitable for large buildings but also did not have nightmare pathfinding.
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