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Author Topic: Texture slots for Maps discussion...  (Read 27117 times)

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Uzin

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Re: Texture slots for Maps discussion...
« Reply #72 on: May 22, 2012, 05:44:37 AM »

Hi, agracier,
in static.ini description of the object there is a parameter called "Align to land", which, I suppose, can solve roads on steeper landscape ?
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agracier

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Re: Texture slots for Maps discussion...
« Reply #73 on: May 22, 2012, 09:19:41 AM »

Hi, agracier,
in static.ini description of the object there is a parameter called "Align to land", which, I suppose, can solve roads on steeper landscape ?

It means that objects will align themselves with the slope of the terrain they are placed on ... say for instance they will be placed at 10 degrees on a hill of average 10 degrees ... but if an object is large, it will not follow the contours of the terrain ... parts of the object, the ends of course, will be sticking up in the air.

For houses it's not much of an issue ... but a long road piece would look odd ...
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Uzin

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Re: Texture slots for Maps discussion...
« Reply #74 on: May 22, 2012, 10:23:07 AM »

Hi, agracier,
in static.ini description of the object there is a parameter called "Align to land", which, I suppose, can solve roads on steeper landscape ?

It means that objects will align themselves with the slope of the terrain they are placed on ... say for instance they will be placed at 10 degrees on a hill of average 10 degrees ... but if an object is large, it will not follow the contours of the terrain ... parts of the object, the ends of course, will be sticking up in the air.

For houses it's not much of an issue ... but a long road piece would look odd ...
Perhaps we can combine short and long pieces together  ?
The only thing I do not know is, how to release the texture slots of roads for the use of other textures, otherwise I would try this approach.

EDIT:
The problem of objects-roads going over hills is solved in Road_MOD:

https://www.mediafire.com/?3nek36zzacs2ex6

If I remember it correctly, it was made by KevinP. Please, read the pdf file there involved:
"How to lay roads over hills".
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canonuk

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Re: Texture slots for Maps discussion...
« Reply #75 on: May 22, 2012, 12:14:45 PM »

But the amount of work that an object-based road system would create, and not to mention that snap-to waypoints for vehicles and trains would no longer work, mean that not using map_t generated roads looks pretty unattractive.

I don't think that dropping the roads is the way to go here.
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carsmaster

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Re: Texture slots for Maps discussion...
« Reply #76 on: May 22, 2012, 12:17:45 PM »

LowLand0
LowLand1
LowLand2
LowLand3

MidLand0
MidLand1
MidLand2
MidLand3

Mount0
Mount1
Mount2 
Mount3 

Country0
Country1
Country2
Country3

City0   
City1   
City2   
City3   

AirField0
AirField1
AirField2
AirField3

Wood0
Wood1
Wood2
Wood3

This code is in the DLL image. How it works I do not know yet. So it's more difficult than it seems ...
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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #77 on: May 22, 2012, 12:34:54 PM »


This code is in the DLL image. How it works I do not know yet. So it's more difficult than it seems ...

Are you sure ?? because there is few class with full code i think, problem is RGB value which is all in use
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carsmaster

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Re: Texture slots for Maps discussion...
« Reply #78 on: May 22, 2012, 12:39:11 PM »

Are you sure ?? because there is few class with full code i think, problem is RGB value which is all in use
I think if the DLL will not know about the new slots, then they will not work!!
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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #79 on: May 22, 2012, 12:42:00 PM »

check LandConf.class, LandType.class, PlMapActors.java and world.class ( not sure )
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carsmaster

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Re: Texture slots for Maps discussion...
« Reply #80 on: May 22, 2012, 12:50:53 PM »

check LandConf.class, LandType.class, PlMapActors.java and world.class ( not sure )
I know about these classes! I say that to understand these classes DLL if you add new slots and can solve the problem of RGB.
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MANYSH

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Re: Texture slots for Maps discussion...
« Reply #81 on: May 22, 2012, 12:59:20 PM »

Yea but how you want solve the problem with RGB if all from 0 to 255 is in use at the moment. that is main problem :) there is no color 280 in rgb model


do not shout !!! ;D
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carsmaster

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Re: Texture slots for Maps discussion...
« Reply #82 on: May 22, 2012, 01:06:56 PM »

Yea but how you want solve the problem with RGB if all from 0 to 255 is in use at the moment. that is main problem :) there is no color 280 in rgb model
do not shout !!! ;D
  While I do not know ...I guess ...
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Uzin

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Re: Texture slots for Maps discussion...
« Reply #83 on: May 22, 2012, 01:13:29 PM »

But the amount of work that an object-based road system would create, and not to mention that snap-to waypoints for vehicles and trains would no longer work, mean that not using map_t generated roads looks pretty unattractive.

I don't think that dropping the roads is the way to go here.
Perhaps you are right, but you cannot expect to obtain something (new texture slots) for nothing. Progress is made by trial and failure, isnt it ?  ;)
Btw, wasnt you the first modder who overcame the small number of airfield slots by making the airfields the objects ?
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