Two issues: map_f.tga and RGB values
#1

Hi guys,

I started having a little play with the FMB editor with the aim of maybe making some non-super detailed maps. (I'll leave the outstanding maps to the experts - I'm a skinner at heart Smile )

I've managed to create a map thhat has my own heights, water and textures, but I can't work out how to modify the map_f. tga - distant landscapes appears as the old one still. How do I go about generating a new one?

Secondly, I use Photoshop 7.01 and I can't seem to find the RGB values for greyscale images. It gives me info on '%' and CMYK values, but no RGB (at least not in the single-digit format).

Many thanks for any help

Joe
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#2

map_f is basically just a coloured image file...one trick is to use the map_t, and assign similar colours of the textures to specific RGB values on the map.

There isnt an automatic generator for map_f, you basically have to make it yourself.

PS, I'm a skinner too, but that didnt stop me from making the Slot Wink

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#3

Ah right, thanks for the clear reply. Does map_f have to be a particular size, or would the same size as map_t be fine?

Any idea as to my second issue? How do I specify the RGB value of greyscale colours?

Thanks

Joe
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#4

Ah, I think I've got it.

RGB 0 in greyscale means R:0, G:0 and B:0

So RGB 17 would be R:17. G:17 and B:17


Right? Big Grin
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#5

Exactly.

And map_f has to be the same size as your map_h and map_T.

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#6

Excellent - thanks for the help Smile
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#7

No problem m8. Cant wait to see some of your map work Wink

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#8

Lol! Don't hold your breath - at the moment it'll just be simple 'Online' style maps, just to give the flavour of a certain area.

Actually, I might as well ask: Do you have a definitive list of how RGB values match up with Lowland 0, Lowland 1... etc etc.

I found the list that lowfighter posted a while back but it doesn't seem to match up for me. For example, I get water at RGB 24 when the list I have says it should be wood.

Thanks Big Grin

Joe
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#9

Did fly_zo send you the necessary equipment to change your FMB into the map editor? Its much easier with that.

But I did save lowfighter's list for reference...lucky for you Wink

RGB=0-3 lowland0-3
RGB=4-7 midland0-3
RGB=8-11 mount 0-3
RGB=12-15 country0-3
RGB=16-19 city0-3
RGB=20-23 airfield0-3
RGB=24-27 wood0-3
RGB=28-31 water0-3

That is the definitive list.

But, how do you get water at RGB 24? Water textures will appear black when used on land. Do you have a screen?

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#10

Quote:But, how do you get water at RGB 24? Water textures will appear black when used on land. Do you have a screen

Maybe it depends on how many texture entries there are in the load.ini as to what values equates to what texture is used at a particular value. ie, if a load.ini has less textures for lowland or midland then the water values are moved up the scale.

Cheers, Neil Smile
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#11

Hey,

Yeah, fly_zo sent me the FMB tools. You reminded me that's the best way to tweak textures so I've been playing with that.

I've got a screenshot of what I've got so far - according to my map_t.tga that water is showing on RGB 24.

[Image: cliffs.jpg]

Can you guess where it's supposed to be? Wink

I've also uploaded my map_t.tga - would you mind having a look and see what's going on?

http://www.canons-skins.com/aaa/mapt.zip




Thanks!
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#12

Neil Lowe Wrote:
Quote:But, how do you get water at RGB 24? Water textures will appear black when used on land. Do you have a screen

Maybe it depends on how many texture entries there are in the load.ini as to what values equates to what texture is used at a particular value. ie, if a load.ini has less textures for lowland or midland then the water values are moved up the scale.

Cheers, Neil Smile

Yeah, I was thinking that might be the case. For example, my RGB 9 shows a city texture instead of a Mountain one. I counted textures in the load.ini and the 9th was a city. The pattern doesn't hold for the water though - it's not the 24th texture...

Smile

Oh yeah - and also (although I should probably ask other questions in new threads otherwise this will become confusing!) how does the 'Height' tool work in FMB?

Thanks for this barrage of questions!

Joe
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#13

I'm not sure I understand what you mean...

Right now your pointer is on water right? See in the red info text where it says type=30? You guessed it, type=30 means you are on a square that is RGB30 on your map_T.

Like I said, if you have water textures on land, they will be black. If you have land textures in water, well water doesnt show anything else but water.

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#14

Skunkmeister Wrote:I'm not sure I understand what you mean...

Right now your pointer is on water right? See in the red info text where it says type=30? You guessed it, type=30 means you are on a square that is RGB30 on your map_T.

Like I said, if you have water textures on land, they will be black. If you have land textures in water, well water doesnt show anything else but water.

Hmm.. I must be reading my RGB values wrong in Photoshop then. I could have sworn they said RGb 24! lol Smile
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#15

CanonUK, I found that Photoshop 7.0 does not handle well the conversion from RGB to Grayscale (grayscale is the format of Map_T, Map_H and Map_C).
Don't know about Photoshop 7.1, but this might explain some of your problems...

The best way to handle it is preparing a "palette of textures" by drawing on the map_T large squares (say 3 or 4 pixels wide) of RGB values 0, 1, 2 ... up to 31, and see in the FMB what comes out. So you can also see how the textures declared in your load.ini look like, and also take a screenshot of this "palette" and use it as a reference when texturing your map.

Cheers
Maraz
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