24.01.2008, 09:12
So it seems that map_h is irrelevant in this case.
Now, where is the boundary for breaking the surface? Powers of 2 seem like good candidates: 2, 4, 8, 16, 32, 64, 128.
What happens when you have 'underwater' value in map_c, but map_h value corresponds to some above sea level value? Transparent hills? I remember having those a while back...
What about map_t? Does the texture needs a corresponding texture.tree.tga? Or those texture.tree.tga always spawn trees in the same place and this is a completely different feature?
What about stock maps? I looked at a lot of those and can't remember seeing much more that shore and rivers blocks... Why haven't they used this feature? I'm afraid it will come down to the size of compressed map_c. OTOH, computers are much more powerful than several years ago...
I wonder how many of these questions have been answered in other threads.
Now, where is the boundary for breaking the surface? Powers of 2 seem like good candidates: 2, 4, 8, 16, 32, 64, 128.
What happens when you have 'underwater' value in map_c, but map_h value corresponds to some above sea level value? Transparent hills? I remember having those a while back...
What about map_t? Does the texture needs a corresponding texture.tree.tga? Or those texture.tree.tga always spawn trees in the same place and this is a completely different feature?
What about stock maps? I looked at a lot of those and can't remember seeing much more that shore and rivers blocks... Why haven't they used this feature? I'm afraid it will come down to the size of compressed map_c. OTOH, computers are much more powerful than several years ago...
I wonder how many of these questions have been answered in other threads.