24.11.2007, 07:27
Yes, one thing at a time, I launched the actors.static (as well as mapctgatable) request many many times already, it's like team work, each does what he knows better, so I launched it in the ether hoping someone will come and help. :wink:
Nice to know that somebody is taking now care about actors.static!
Nice to know that somebody is taking now care about actors.static!
FC Wrote:lowfighter Wrote:OK, I think I understand more or less the way to change mapctgatable. Got an idea about a systematic way of creating a new map: paint an unscrambled "map_cunscrambled.tga" , divide it in 32 by 32 pixels squares, scramble it to get the final map_c.tga by removing all squares which contains only water or only land. Write mapctgatable (or modify it if you started from one already existing map). Save unscrambled map_c as map_T and map_h (I think with modifying the size) . Paint map_T and map_h. About map_F I don't know what t is really though...Airfields, objects can be maybe implemented after understanding actors.static. Otherwise map would be working only in conjunction with a mission template (having objects inserted in missions)... The big challenge remaining: ACTORS.STATIC!
Well, one step at the time, don't you think that you have plenty to do with just modifying and making new maps? Actors.static is more complicated and it takes more time to decrypt that one but that doesn't mean that people don't work on it. :wink:
PS
Map_F have something to do with rendering of distant terrain, when you change existing terrain you will notice how terrain squares are rendered, I think that map_F is there to hide that change so everything appears smooth when you fly.