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Map Modifying Discussion - History (Read Only)

Quote:EDIT: there might be the other possibility with map_c namely at the border between water and land, the grey shades between pure white and pure black. Needs testing both. What happens if you remove the intermediary colors at the water-land border?

Map_c.tga is a 1bit bitmap it only has black or white.

Still working out what Map_f and Map_r has to do in the big scheme of things. Smile

Anyone got a Map_r that is openable?

Cheers, Neil Smile

Neil, go to 800% zoom on map _c and you'll see the grey shades at water-land border. I don't knw what it means but they are there.


Neil Lowe Wrote:
Quote:EDIT: there might be the other possibility with map_c namely at the border between water and land, the grey shades between pure white and pure black. Needs testing both. What happens if you remove the intermediary colors at the water-land border?

Map_c.tga is a 1bit bitmap it only has black or white.

Still working out what Map_f and Map_r has to do in the big scheme of things. Smile

Anyone got a Map_r that is openable?

Cheers, Neil Smile

lowfighter Wrote:Neil, go to 800% zoom on map _c and you'll see the grey shades at water-land border. I don't knw what it means but they are there.

Umm, any image (Raster type) will start to sub-sample (makes up pixels of different colours/shades) when viewed at more than 100%. These pixels are not in the image they are just created so the image can still be displayed at zoom levels higher than 100%.

The compiler for the Map_c.tga will not compile if the image contains any other colour than black or white. It must be a 1bit image (Black or white) only. lol I've tried Wink

Cheers, Neil Smile

I've compiled map_C's for my slot map using 8bit Grayscale, and it works fine.

[Image: sig2.gif]
TEAM PACIFIC

Skunkmeister Wrote:I've compiled map_C's for my slot map using 8bit Grayscale, and it works fine.

Well bugger me with a big stick....so it does....lol

Thanx, now the edges of the coastline look much smoother, thanx Smile


Cheers, Neil Smile

Neil Lowe Wrote:
lowfighter Wrote:Neil, go to 800% zoom on map _c and you'll see the grey shades at water-land border. I don't knw what it means but they are there.

Umm, any image (Raster type) will start to sub-sample (makes up pixels of different colours/shades) when viewed at more than 100%. These pixels are not in the image they are just created so the image can still be displayed at zoom levels higher than 100%.

The compiler for the Map_c.tga will not compile if the image contains any other colour than black or white. It must be a 1bit image (Black or white) only. lol I've tried Wink

Cheers, Neil Smile

sorry to say but youre wrong, pixel colors are hardcoded in an image
the grey pixels you'll see in any map_c.tga are the result of Photoshops antialiasing

my picture viewer ACDsee tells me that map c tga is 8 bit by default, which means that it can store 2*2*2*2*2*2*2*2=256 colors maximum, which better for fine curves

1bit is duotone, so you got sharp pixel edges only - imho this would not look good ingame - but if it works its maybe faster, must check

Quote:sorry to say but youre wrong

Fair enough Smile

Learn something every day Wink

Cheers, Neil Smile

Quote:Still working out what Map_f and Map_r has to do in the big scheme of things.


Soooo....any idea what these two files do?


Cheers, Neil Smile

map_f.tga (FarMap) is needed in 'excellent' graphics mode to display the distant regions of the map, people posted about this, here with pictures:
(The link is inoperative)

Skunkmeister Wrote:I've compiled map_C's for my slot map using 8bit Grayscale, and it works fine.

Yes, all examples I have seen of map_C.tga are 8 bit grayscale.

See for instance Balaton, map_C.tga is 1024x5824 pixels, image size is 5824 K Bytes, i.e. i byte (8 bits) per pixel.

I think there is difference in the coastline (shallow or steep) according to the shading between black (sea) and white (ground) but I am not sure of that.

Maraz

6S.Maraz Wrote:
Skunkmeister Wrote:I've compiled map_C's for my slot map using 8bit Grayscale, and it works fine.

Yes, all examples I have seen of map_C.tga are 8 bit grayscale.

See for instance Balaton, map_C.tga is 1024x5824 pixels, image size is 5824 K Bytes, i.e. i byte (8 bits) per pixel.

I think there is difference in the coastline (shallow or steep) according to the shading between black (sea) and white (ground) but I am not sure of that.

Maraz


Maraz, you are right.

The way I do my map_c is to use my SRTM map, map_c, at 1 pixel per 200m, set all water features to RGB = 0 (black) and land to RGB = 255 (white). I convert this to a .tga file, greyscale 8 bit. Map_c needs to be 1 pixel = 50m scale, i.e. 4 x as large as the texture (map_T) and height maps (map_h). When I scale it up it automatically gets some dither applied by Gimp, giving a softer edge to the water features, as the shade of grey becomes lighter, the water appears “shallower”. The darker the the shade of grey, the “deeper” the water appears. To give a better edge I usually apply a gentle application of the “Blur” tool to the image.

I then convert this map_c to the sliced version and the table file required by IL2.

For rivers I use a brush tool with a 1 pixel black area and a 1 pixel grey surround, get some nice effects with this. To make the river/stream larger I just change the size of the brush or go over the line again. The only pity is that all rivers are a minimum of 50 m wide! You can even draw rivers on a gentle slope, but on steep ones the terrain “bleeds” through the river as it is semi-transparent.

Neil Lowe Wrote:Anyone got a Map_r that is openable?


map_r.tga from MTO and Slovakia are openable

delvpier Wrote:map_r.tga from MTO and Slovakia are openable

Thanx for the info Smile


Cheers, Neil Smile

1.
The distant views on my maps are not displaying correctly.
The sea is white in the distance, and the corresponding land areas are mottled grey, with no colour displaying. -- Is this a map_F issue?

[Image: Screenshot-14.jpg]

2.
What does map_r do? I haven't made one yet.
Does it use 200m pixels?
Any idea what it looks like.

3.
What is map_M for?

asheshouse Wrote:1.
The distant views on my maps are not displaying correctly.
The sea is white in the distance, and the corresponding land areas are mottled grey, with no colour displaying. -- Is this a map_F issue?

Yes it should be that. But to be sure of how the distant view will be, you should test it in game, not in the FMB.

Quote:2.
What does map_r do? I haven't made one yet.
Does it use 200m pixels?
Any idea what it looks like.

3.
What is map_M for?

map_r should be for reflectivity, no idea about map_M, but not all maps have these files so they should not be very important. My Malta map looks good without them

Maraz
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