15.02.2011, 10:47
The RGB value that creates a forested area on map_t.tga is RGB 24.
With most graphics editors you can change the value by either selecting with a magic wand tool, or by painting with a paint brush tool.
However, you do have to be aware that if you wish to remove woods, the terrain will needs be have to be replaced with another type f terrain. Since map_t.tga is not a layered file, but contains only one single layer, if you replace even a single pixel of RGB 24, you will have to replace it with another working RGB value, be it from RGB 0 up to or including RGB 23 ...
And which value you choose, will depend on which texture you wish to see appear in the place. For that you will to get a good idea of which textures are in the map's load.ini. And often enough, you may have to use several textures to replace forests on a map.
And not to be finicky, but RGB 17 is normally called the city1 slot in a load.ini file. You can of course assign any texture at all that you wish to any slot, so RGB 17 need not be a city texture at all. But, RGB 24 is the only RGB value/slot that will generate the 3D trees that are created from the 5 texture set of [WOOD] textures
[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = forest/summer/sk_Wood3.tga
Wood4 = forest/summer/sk_Wood4.tga
The lines in your conf.ini, pertain to the randomly generated trees that appear on your map. These are not RGB 24 trees, but other trees and small trees that seem to pop up at random places. By changing the number in your conf.ini file, you can adjust the density of these randomly generated trees.
With most graphics editors you can change the value by either selecting with a magic wand tool, or by painting with a paint brush tool.
However, you do have to be aware that if you wish to remove woods, the terrain will needs be have to be replaced with another type f terrain. Since map_t.tga is not a layered file, but contains only one single layer, if you replace even a single pixel of RGB 24, you will have to replace it with another working RGB value, be it from RGB 0 up to or including RGB 23 ...
And which value you choose, will depend on which texture you wish to see appear in the place. For that you will to get a good idea of which textures are in the map's load.ini. And often enough, you may have to use several textures to replace forests on a map.
And not to be finicky, but RGB 17 is normally called the city1 slot in a load.ini file. You can of course assign any texture at all that you wish to any slot, so RGB 17 need not be a city texture at all. But, RGB 24 is the only RGB value/slot that will generate the 3D trees that are created from the 5 texture set of [WOOD] textures
[WOOD]
Wood0 = forest/summer/sk_Wood0.tga
Wood1 = forest/summer/sk_Wood1.tga
Wood2 = forest/summer/sk_Wood2.tga
Wood3 = forest/summer/sk_Wood3.tga
Wood4 = forest/summer/sk_Wood4.tga
The lines in your conf.ini, pertain to the randomly generated trees that appear on your map. These are not RGB 24 trees, but other trees and small trees that seem to pop up at random places. By changing the number in your conf.ini file, you can adjust the density of these randomly generated trees.