Map-T RGB values
#1

So, after a little discussion with some "mappers", i discovered that the RGB values for each load.ini
file does not correspond! so each map has it's own values for the different fields (Lowland-midland-airfield,etc...)
Now the question is: where could those values be hided? :evil:
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#2

Hi BADA, got your PM too (had an internet problem since yesterday) so I'll speak here. I'm using gimp and with gimp all regions have the same color on all maps. For example Gimp gives me the following values if I click on the mountain little regions in the south on Murmanks map_T:

Hue 0
Saturation 0
Value 3
R 8
G 8
B 8
hex notation 080808

This is just mount0

Maybe you use another program which display the colors properties differently?

Two more remarks:

1. There are for some maps, regions which are assigned textures in the load.ini but those regions don't exist on map_T. For example in the load ini you might have assigned midland3=grassand.tga but on the corresponding map_T you simply don't find the midland3 color. Found that on a couple of maps already
2. There are some maps where you find on map_T regions painted in the color of for example lowland 3 yet in the load.ini there is no assignment to lowland3. The game is smart, and it will just fill that unassigned region with the texture assigned to the last assigned region. So if in my example if lowland2= fileds.tga then it will fill the unassigned lowland3 also with the fields.tga texture
3. If you have a certain color painted on a map, it doesn't necesarily need to be used according to name. For example on Manchuria there's something like

airfield0=...
airfield1=fields2.tga

This fields2.tga is crop fields, and if you go to map_T you find indeed the airfield1 color painted somewhere, but NOT on any airfield, but somewhere in the middle of nowhere :wink: . The map maker used airfield1 region just to add more fields somewhere on the map.
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#3

i noticed the same on murmansk, iced-water is actually made with airfield0 textures.

will give GIMP a try (it's free anyway Big Grin ) cause totoshop has pb's when transforming a RGB based image in grayscale...even when only gray is used , it changes the values of the gray :?

will try it tonight and will give you a feedback.
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#4

I am using Photoshop 7 and it looks like it does not handle correctly the grayscale. Grayscale is represented as a scale from 0% to 100% (instead of from 0 to 256) so some information is lost, some level are collapsed to one. For instance I cannot get on the map all four city textures (city0, city1, city2, city3) because looks like they are flattened to only two grayscale values.

I will try GIMP to see if it handles grayscale correctly (I hope so).

How do you exactly save the TGA file using GIMP? I saw it has some options (RLE Compression and another I don't remember).

For the rest, I agree with what Lowland has found, this matches well with what I saw. I don't think there is a colormap hidden somewhere, all information is in load.ini.

Something I still have to understand are road textures, because I get for lower RGB values, the "normal" textures with a road superimposed.

Cheers
Maraz
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#5

that's because you work in RGB and when saving in grayscale, tha value changes,you still get the road but with textures under it, photoshop seems to apply a "ghost" around the pixels when saving in grayscale
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#6

I have also recently installed photoshop elements the trial version, I'll look a bit and see about it...
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#7

lowfighter Wrote:I have also recently installed photoshop elements the trial version, I'll look a bit and see about it...

I'm using photoshop elements, because I'm used to it.
I am always working in greyscale but separate the RGB shades in layers, so they are easy to see.
I am giving the map a base layer with only two RGB values on it. One for the water and one for basic land colouring. On different layers I add the other features woods road and rail can go on one layer and still be easily seen but other land types need to be separated out to be easy to work with.
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#8

The photoshop puzzles me. I just loaded map_T for stalingrad to check these RGB thing but I discovered something disturbing:
some grey namely lowland1 is displayed the same as lowland0 grey, you can't distinguish between them, it's just one color. Just opened side by side gimp and photoshop, cause I couldn't believe my eyes, the lowland1 grey simply vanished from photoshop. Maybe there are some settings to change?
Then also the rgb's for different greys were different from the rgbs given by gimp, but anyway gimp it's perfect in this sense, cause you have a very simple correspondence betweer rgbs and the lowland, midland ...

About easy to visualise these grey colors, whenever I open a map_tga, I also open ATI control center and increase the gamma for the screen till I can see all greys clearly, don't clickok, just minimise ATI, then when I'm done with the map I just close the ati.
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#9

lowfighter Wrote:The photoshop puzzles me. I just loaded map_T for stalingrad to check these RGB thing but I discovered something disturbing:
some grey namely lowland1 is displayed the same as lowland0 grey, you can't distinguish between them, it's just one color. Just opened side by side gimp and photoshop, cause I couldn't believe my eyes, the lowland1 grey simply vanished from photoshop. Maybe there are some settings to change?
Then also the rgb's for different greys were different from the rgbs given by gimp, but anyway gimp it's perfect in this sense, cause you have a very simple correspondence betweer rgbs and the lowland, midland ...

I jusy had the confirmation that Photoshop handles badly the grayscale values.
GIMP instead does handle grayscale well, apparently.

If you are accustomed at using Photoshop, just use the RGB mode, save a 24-bit TGaA and then convert it to 8 bit grayscale TGA using GIMP.
If you are just learning photoshop, it's better to revert to GIMP from the beginning.

Maraz
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#10

Big Grin thanks guys!

nice to know!
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