Documentation updates

lights3
Armin Burgmeier 2015-08-04 21:19:53 -04:00
parent 3ec53c2c40
commit bc177e8f8b
3 changed files with 7 additions and 8 deletions

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@ -11,13 +11,13 @@
<dl>
<dt id="TexMaptxt"><img height="16" src="../../images/icon_text.png" width="16"/>TexMap.txt</dt>
<dd>
<text>Lookup table for color indices in static and dynamic landscapes. Colors 0-127 are matched to a material-texture-reference. Colors 128-255 are matched to the same list of references only these are marked 'underground'.</text>
<text>Lookup table for color indices in static and dynamic landscapes. Colors 0-255 are matched to a material-texture-reference, except in Map.bmp static landscapes, where colors 0-127 are matched to a material-texture reference, and 128-255 are matched to the same list of references, except they are marked 'underground'.</text>
<text>The engine will draw materials with a higher index above those with a lower index so that, e.g. using the standard table, rough chunks of earth will overlap water which has a smooth border. Mineral resources have an even higher index so that their rough border overlaps the earth and not the other way around. This is also the reason why there might be differing numbers of total pixels of a given material drawn than you might expect just from calculating the square sizes of the unzoomed map materials.</text>
<text>If a custom map fails with the message 'texture n undefined' you should define the specified texture in the TexMap. You should always use a paint program capable of editing indexed color palettes without modifying the palette (MS Paint is not suited for this).</text>
</dd>
<dt id="ocm"><img height="16" src="../../images/icon_material.png" width="16"/><emlink href="material/ocm.html">*.ocm</emlink></dt>
<dd>
<text>The engine will accept up to 125 material definitions at a time. OCM files a simple text files. The materials Vehicle, Tunnel, Water, Snow, Granite, Sand, and Earth must always be available.</text>
<text>The engine will accept up to 252 material definitions at a time. OCM files a simple text files. The materials Vehicle, Tunnel, Water, Snow, Granite, Sand, and Earth must always be available.</text>
</dd>
<dt id="bmp"><img height="16" src="../../images/icon_image.png" width="16"/>*.png</dt>
<dd>

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<dd>
<text>Static landscapes are stretched by factor MapZoom defined in Scenario.txt to the size of the actual landscape in the game. The colors used in Map.bmp correspond to materials and textures as defined in <emlink href="material/index.html#TexMaptxt">TexMap.txt</emlink>.</text>
</dd>
<dt id="MapFgBg"><img height="16" src="../../images/icon_image.png" width="16"/>MapFg.bmp / MapBg.bmp</dt>
<dd>
<text>Same as Map.bmp as defined above, except that foreground and background materials can be drawn separately. In Map.bmp, color indices greater than 127 will result in underground materials. In MapFg.bmp and MapBg.bmp, all color indices up to 255 can be used, and undergroup materials are simply specified by tunnel material in the background map.</text>
</dd>
<dt id="Landscapetxt"><img height="16" src="../../images/icon_text.png" width="16"/><emlink href="scenario/MapCreatorS2.html">Landscape.txt</emlink></dt>
<dd>
<text>Advanced scenario designers can use this component to define highly complex, fully random generated dynamic landscapes. This does require certain mathematical skill and some patience, however.</text>
@ -103,11 +107,6 @@ US:Attack of the Killer Wipfs</code>
<h id="SaveGames">Additional files created for saved games or scenarios</h>
<dl>
<dt id="Landscapepng"><img height="16" src="../../images/icon_image.png" width="16"/>Landscape.png</dt>
<dd>
<text>Full size map for exact landscapes. This is mainly used in savegames to store the exact terrain including transparent materials and their texture. Exact landscapes consume an extreme amount of memory and should not be used for regularly distributed scenarios.</text>
</dd>
<dt id="MatMaptxt"><img height="16" src="../../images/icon_text.png" width="16"/>MatMap.txt</dt>
<dd>
<text>Stores the material table used in this scenario. The materials listed here are used by the exact landscape and have to be available in the loaded Material.ocg group.</text>

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@ -401,7 +401,7 @@ Blit({Algo=MAPALGO_Scale, OffX=Wdt/2, X=-100, Op=copy_layer});
<col>FgMatTex:BgMatTex</col>
<col>Water:Tunnel-brickback</col>
<col>Draws with a specified background material. In the example, draws water which, when drained, exposes bricks instead of tunnel behind it. FgMatTex and BgMatTex can be any of the other specifications in this table, except the ones prefixed with ^. However, the specification FgMatTex:Sky is equivalent to ^FgMatTex.</col>
<row>
</row>
</table>
</text>
<h>Material-texture masks (string mask_spec)</h>