The GoldFish, earlier in this thread (with Community Texture Pack in the title), wrote:The landscape textures are the most complicated of the 3 terrain textures, but are still fairly simple; they use a (generally?) 64x64 bitmap, which, starting from the top left, determines the color of a particular part of the landscape based on its steepness (X coord) and relative altitude (Y coord), so flat, low altitude triangles use colours from the top left region of a texture, and high, steep triangles use colours from the bottom right. I think the terrain section of the guide on
the next game covers it all pretty well.
That link is for Icepicks very old Darwinia modding guide. Some of it applies to Multiwinia, some of it does not.
Because, I'd wager, of your unfamiliarity with Darwinia's map behavoir, I'll clear this up. Textures like this are additional content that can comfortably coexist with all existing content, and all future content, provided that there are no naming conflicts (hence the _CTP_ in all the texture names). A level designer can freely use whichever one of these they like, mix and match it with their own or other people's custom textures, with any map they make now or in the future, with any mod that they may be using. It's defined right in the map file, here's an excerpt from mp_domination_3P_1.txt...
Code: Select all
landColourFile landscape_default.bmp
wavesColourFile waves_containmentfield.bmp
waterColourFile water_default.bmp
Custom buildings, on the other hand, do not function this way - there is no existing way for a level to define which shape files it uses for certain buildings. The means that does exist to specify custom buildings, as used by several Darwinia modders, are ghosted shp replacements via eg a mod folder, which will effect all maps, so this would be very all or nothing, plus very inconfigurable by the map author - only whichever specific buildings are specified by the shape pack modder. (There are ways around this, but it's not very ideal.)
Now I sort of agree, that custom buildings would be nice. The objective of this pack though is to give a metric ton of graphic content that is easily usable, and most of all safe, for all modders to use on their levels, which pretty much excludes custom buildings as things stand. On top of this, custom shape files like this are much harder to make and vary - I don't think we'd have anywhere near the same quantity of content at this point. Anyone in a more advanced position can put together building packs if they'd like to, but it's not something I'm interested in dealing with at this stage.
Also, I'd say that land and sea textures/colours are 2/3rds the LOOK of a level, and the last 1/3d is the physical landscape of the level. The actual buildings really don't give very specific major appearance changes, hey're more of a finishing touch. The level though, really, is all in the design. If people can make their levels look how they like, then I'll feel like I've done my job.
Also, hi zanzer, I'm glad you approve.