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Author Topic: Texture slots for Maps discussion...  (Read 27106 times)

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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #48 on: May 16, 2012, 02:36:51 AM »

I would like to back to this discussion, I notice I may be posible to make mod to increase number of slots for textures.

in one of the class it is description what RGB values are used for map

Quote
public static final int HIGHWAY = 128;
    public static final int RAIL = 64;
    public static final int ROAD = 32;
    public static final int LOWLAND = 0;
    public static final int MIDLAND = 4;
    public static final int MOUNT = 8;
    public static final int COUNTRY = 12;
    public static final int CITY = 16;
    public static final int AIRFIELD = 20;
    public static final int WOOD = 24;
    public static final int WATER = 28;
    public static final int WATER_PURE = 28;
    public static final int WATER_COAST_MASK = 30;
    public static final int WATER_COAST_RIVER = 30;
    public static final int WATER_COAST_SEA = 31;
    public static final int RTYPE = 224;
    public static final int LTYPE = 28;
So if there is any free unused value, it can be done :)

The only free RGB values are those between RGB=96 and RGB=127, i.e. 32 free RGB values.

I you sure about this ??
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agracier

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Re: Texture slots for Maps discussion...
« Reply #49 on: May 16, 2012, 02:44:32 AM »

If there are 32 free slots that would mean more than a doubling ... my goodness. That would be like a quantum leap in map making ...

This is something to look into I would think.
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tabbycat

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Re: Texture slots for Maps discussion...
« Reply #50 on: May 16, 2012, 04:15:06 AM »

It really would be terrific if this is possible.

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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #51 on: May 16, 2012, 05:44:48 AM »

No I am not talking about doubling number of slots, we need to consider game performance,which is push to the limits by other mods and improvements. If we can increase number of slots to 36 or 40 and that will not affect game performance, map making will be changed forever and that will be big improvement for whole game. I have some problems with two class files, ZUTI put his code code in too them, so if manage prepare good work plan for this modification, I will try ask him for help.
Fingers crossed :D
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mandrill

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Re: Texture slots for Maps discussion...
« Reply #52 on: May 16, 2012, 06:18:29 AM »

I think that RGB 96 - 127 are used up when certain types of roads and railways cross on certain types of terrain.
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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #53 on: May 16, 2012, 07:53:26 AM »

that is whole point, which RGB values are not use ? ;)
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canonuk

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Re: Texture slots for Maps discussion...
« Reply #54 on: May 18, 2012, 11:50:31 AM »

Every RGB value is used. They're all used because there has to be an RGB value for any combination of any of the three road types crossing any type of terrain. They're all used.
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agracier

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Re: Texture slots for Maps discussion...
« Reply #55 on: May 18, 2012, 12:11:52 PM »

Every RGB value is used. They're all used because there has to be an RGB value for any combination of any of the three road types crossing any type of terrain. They're all used.

What a shame ... but just a (silly?) thought. On some maps there are for instance no railways or only one type of road ... would not NOT using one or more of the road types free up any slots?
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lowfighter

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Re: Texture slots for Maps discussion...
« Reply #56 on: May 20, 2012, 03:00:45 AM »

No, not all colors are used on map T.
All together used:
32 (basic lowland0 etc)
+
32 (country road +basic)
+
32 (highway+basic)
+
32 (railway+basic
=32*4=128

Uzin is right, I'm almost sure.

MANYSH don't give up! 8)
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agracier

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Re: Texture slots for Maps discussion...
« Reply #57 on: May 20, 2012, 03:05:47 AM »

Thinking on the above, what about surf and shallows? Aren't there any specific rgb values reserved for that?
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Chief_Mouser

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Re: Texture slots for Maps discussion...
« Reply #58 on: May 20, 2012, 04:04:03 AM »

No, not all colors are used on map T.
All together used:
32 (basic lowland0 etc)
+
32 (country road +basic)
+
32 (highway+basic)
+
32 (railway+basic
=32*4=128

Uzin is right, I'm almost sure.

MANYSH don't give up! 8)


They ARE all used:

0-31 basic tiles
0-31 + 32 (country road) = 0-63 in use
0-63 + 64 (highway) = 0-127 in use
0-127 + 128 (railway) = 0-255 in use

These next RGBs:

28-31
60-63
92-95
124-127
156-159
188-191
252-255

are the only ones not really made any use of as they will only ever be water.

:cheers:
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lowfighter

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Re: Texture slots for Maps discussion...
« Reply #59 on: May 20, 2012, 04:34:06 AM »

Oh, I see you are right!  :(
I just understand now that this is due to the fact there are pixels on map_T where you can have both highway and country road or railway or all three together (like a place on map where railway and road cross each other).
Suppose you don't bother about these troublesome pixels (for example you can fix the result on map them by adding road plates etc at those sites on the map). Then maybe some wizard  would be able to change the rules and gain the extra texture slots, what do you think?



No, not all colors are used on map T.
All together used:
32 (basic lowland0 etc)
+
32 (country road +basic)
+
32 (highway+basic)
+
32 (railway+basic
=32*4=128

Uzin is right, I'm almost sure.

MANYSH don't give up! 8)


They ARE all used:

0-31 basic tiles
0-31 + 32 (country road) = 0-63 in use
0-63 + 64 (highway) = 0-127 in use
0-127 + 128 (railway) = 0-255 in use

These next RGBs:

28-31
60-63
92-95
124-127
156-159
188-191
252-255

are the only ones not really made any use of as they will only ever be water.

:cheers:
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