11.11.2007, 15:25
They can added using map_T.tga
Adjust the 'Levels' so Photoshop, that the woods become visible.
You can clone the wood pixels by selecting them with the marque tool (select only 1 pixel) then switch to the move tool and drag the pixel while pressing Alt at the same time.
Different colors represent different texture areas ->
BY LOWFIGHTER:
*edit: imho the texture modification possibilities are unlimited
Adjust the 'Levels' so Photoshop, that the woods become visible.
You can clone the wood pixels by selecting them with the marque tool (select only 1 pixel) then switch to the move tool and drag the pixel while pressing Alt at the same time.
Different colors represent different texture areas ->
BY LOWFIGHTER:
Quote:Map_T.tga is divided into regions of different colors.
The regions have corresponding names in the load.ini of that map.
For example land regions are called in the load.ini:
lowland0, lowland1..., midland0,midland1,.., mount0,mount1,...,country0,..., city0, Airfield0,...
A region (lowland3 for example) will always have exactly the same color an ALL maps.
Color code on the map_T
R=G=B=
0-3 lowland0 to lowland3
4-7 midland0 to ...
8-11 mount
12-15 country
16-19 city
20-23 airfield
24-27 wood
28-31 water
In the load.ini to different regions are asigned different textures, for example
LowLand0 = land/summer/mount.tga
That means that all lowland0 region as defined in map_T.tga will be filled with the texture mount.tga present in the /land/summer/ directory
So swapping textures means changing the texture names in assignements like the one above.
Normaly country and city regions will have village, town and industrial textures
*edit: imho the texture modification possibilities are unlimited