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Author Topic: Texture slots for Maps discussion...  (Read 27100 times)

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Mick

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #12 on: January 01, 2011, 11:17:24 AM »

Redko would be delighted with "only" 40 slots instead of the current 25 limit ... then if you offer him 50 ... this lad is able to make the Google StreetView equivalent for desert maps ... very useful for choosing Beer bars ...  :P
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StG77_HaDeS

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #13 on: January 01, 2011, 11:20:29 AM »

If it becomes true then the game's textue limits (512x512 and 256 colors) will Have to get respected to the very end since the memory used for thew doubled-textured maps will be doubled and maybe even more ;)
So careful with this ;)
But it is an excellent improvement.
Cheers :)
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Avala

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #14 on: January 01, 2011, 11:43:13 AM »

textures slots in load.ini are irrelevant. What is relevant is RGB values for map T. Those values needs to be added and coded somewhere before we could use them. New values must be added, I'm not sure that is possible.

Just doubling slots in load.ini would do nothing. Even the names of the slots (Lowland, Midland . . . ) are not important, only RGB values in map T are.
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SAS~Sani

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #15 on: January 01, 2011, 11:53:06 AM »

Could it add a bit of variety in map look?
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Avala

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #16 on: January 01, 2011, 12:17:01 PM »

Texture slots in load.ini file of every map corresponds with RGB values in map_T (map which determines which textures goes where on map). So, it is then one RGB value in map_T for one texture slot in load.ini. Every one of some 20 textures have its own RGB value in order to be painted on map_t and its own slot in load.ini to know what is the name of the texture and for easier handling.

Good thing is that there is 255 RGB values (its actually greyscale, not Red, Green, Blue) and only some 20 of them are used. So, it leaves a lot of slots that in theory can be added, but before that you must somehow ad them to map_t (or make map_t somehow to recognize those new values for each added slot).

For now I cant see how that can be done, but I'm not a programmer, so I'm not sure if it really can or can't. It would be good if it is "can".
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SAS~Sani

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #17 on: January 01, 2011, 12:34:06 PM »

Axtually it's 32 slots,not 20 ;)
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WhoDatNotSayin

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #18 on: January 01, 2011, 12:53:40 PM »

Axtually it's 32 slots,not 20 ;)
Someone working in hexadecimal?  :P
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canonuk

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #19 on: January 01, 2011, 05:03:50 PM »

Whatever, the question is max of textures slots we can have for a map. Load.ini file determines it now, i want to know i want day we will be able to have more textures slots, so more textures per map and increase the land realism.

I don't think that will ever be possible, seeing as texture placement is governed by a bmp with 256 colours, and every one is taken up (0-31 for texture slots, 32-63 for the roads on every possible texture slot, 64-127 for railways on every texture slot or road type and 128-256 for a highwya on every texture slot, road or rail). A real shame though.

Joe
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redko

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #20 on: January 01, 2011, 05:25:21 PM »

Redko,do you mean these texture slot's?Will doubling them suffice?

Code: [Select]
[FIELDS]
LowLand0 = land/summer/MTO_Lowland_0_Fields.tga
LowLand1 = land/summer/MTO_Lowland_1.tga,2
LowLand2 = land/summer/MTO_Lowland_2_Fields.tga,2
LowLand3 = land/summer/MTO_Lowland_3.tga,2

MidLand0 = land/summer/MTO_Desert_0.tga,2
MidLand1 = land/summer/MTO_Desert_1_Fields.tga
MidLand2 = land/summer/MTO_Desert_2.tga,2
MidLand3 = land/summer/MTO_Desert_3_Fields.tga,2

Mount0   = land/summer/MTO_Desert_4_Fields.tga,2
Mount1   = land/summer/MTO_Agrar.tga,2
Mount2   = land/summer/Grnd/fields_grnd_02.tga,2
Mount3   = land/summer/MTO_Mount_Fields.tga,2

Country0 = land/summer/MTO_Country.tga,2
Country1 = land/summer/Grnd/fields_proc018_512.tga,2
Country2 = land/summer/grnd/fields_sand3.tga,2
Country3 = land/summer/Grnd/fields_grnd_04.tga,2

City0    = land/summer/MTO_Factory.tga
City1    = land/summer/Grnd/fields_grnd_04.tga
City2    = land/summer/fields_dry2a.tga, 2
City3    = land/summer/mount_top2.tga

AirField0= land/summer/MTO_Air_Fields.tga,2
AirField1= land/summer/MTO_Air2_Fields.tga,2
AirField2= land/summer/sk_fields_mount2.tga,2
AirField3= land/summer/sk_fields_mount5.tga,2

Wood0    = land/summer/MTO_Lowland_3.tga,2
Wood1    =
Wood2    = forest/summer/ForestFar.tga
Wood3    =

Water0   = water/PacificWater.tga
Water1   = water/PacificWater.tga
Water2   = water/MTO_Coastline_Fields.tga,2
Water3   = water/MTO_Beach_Fields.tga,2

Yes. These ara what i call textures slots. Wood can't be used as they are needed for tree/wood layers. I was looking a way to use these 4 wood slots as ground textures slots, so it would add 4 more. But more would be better.

I guess there is a limitation in the number in part because too many slots means more textures in memory...so fps problems. But i'm wondering how far we could extend this.

The more textures i have, better are the transitions, better is the realism.  If there is a way to make it, it would be a important thing for a future 4.11 patch or a mod...whatever.

There what you are going to see with MTO repaint, the melting of textures is a little better than Sands'OfTime. The more the textures looks melted more the feeling of flying above one single huge textures is important. Like real life.
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redko

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #21 on: January 01, 2011, 05:47:23 PM »

textures slots in load.ini are irrelevant. What is relevant is RGB values for map T. Those values needs to be added and coded somewhere before we could use them. New values must be added, I'm not sure that is possible.

Just doubling slots in load.ini would do nothing. Even the names of the slots (Lowland, Midland . . . ) are not important, only RGB values in map T are.

Yea i know that. The load.ini is just a textual equivalent of the rgb values in map-T. But i use the load.ini exemple to make the conversation understandable for all here, even those who never create a map.

I was wondering to see what is the result if i add rgb values on map__t and then create a new slot. Would it be enough to then paint the map using this new textures. Does it need to be coded somewhere else to work. I guess so. Does it have an impact in how the engine deals with the memory used for the map....

I think so. I will give it a try tomorrow.

The thing is MTO repaint is pissing me off. I remade it 3 times cause i was unsatisfied by the desert rendering. Now it's fine, the best desert i have ever seen but this as a cost:

to make the desert as nice as possible i used all the textures slots...so i will have to sacrifice the Crete part. It will looks like a desert and not like Crete. It's not so important as the map isn't accurate and because we are lucky tu have Viking's Crete, but point the fact that we need more textures slots.

How many times i have been forced to let down some textures, as my textures work always by 2, to let down an idead, or a textures rendering just because i was needing at least one more texture slot to make it work....too bad.

With more textures i could work only at zoom x4, one the best for low flight. I'm shure i could make you a land like wings of prey
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redko

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #22 on: January 01, 2011, 05:48:45 PM »

Could it add a bit of variety in map look?

Shure.
At 100% ! That what i'm looking for.
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redko

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Re: Re: Regarding 4.10 and 4.09 versions and SAS
« Reply #23 on: January 01, 2011, 05:54:07 PM »

Axtually it's 32 slots,not 20 ;)

Yea but some can't be used as ground textures, like wood for exemple, only used for the tree layers effect. I'm dreamin to make it able for ground texture
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