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Author: Subject: Terrain help
oscar-ghostrecon--
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[*] posted on 7-13-2005 at 10:22 AM
Terrain help


Somebody can help me in this part of terrain modification:

polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y)

polytrn_sectors 2 4 4 2 2 4 4 2 ; must match above
polytrn_sectors 2 4 2 2 1 2 1 4
polytrn_sectors 1 2 1 4 4 4 2 2
polytrn_sectors 4 2 4 1 3 2 1 2
polytrn_sectors 4 1 4 2 4 4 2 4
polytrn_sectors 2 4 1 2 2 2 2 1
polytrn_sectors 4 2 4 1 2 2 1 3
polytrn_sectors 1 2 2 4 4 4 2 4


//lock_topleft 0 0
//lock_topright 1 1
//lock_bottomleft 0 0
//lock_bottomright 1 1


Thanks




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[*] posted on 7-14-2005 at 02:28 AM


realy not sure what your question is, but i hope this info from major headache helps

polytrn_sectorcount 4: How many sectors are defines in the polytrn_sectors below. Must be an even number. This number must match the number of sectors listed in the polytrn_sectors section.

polytrn_wrapx 1: 1 Means the defined rows will repeat in their entirety, one after the other; 0 means the last tile on each end left and right will be repeated infinitely.
polytrn_wrapy 1: 1 Means the defined columns will repeat in their entirety, one stacked on top of the other; 0 means that just the last tile on each end top and bottom will be repeated out to infinity.

polytrn_sectors: To understand this part, you must first realize that, like Comanche 4, the terrains are now broken into 4 quadrants numbered 1, 2, 3, and 4, like this:
1 3
2 4
You must have an even number of rows.
Using the polytrn_sectors you can actually rearrange the configuration of the various sectors. It would be critical to make sure that the four sectors tile in any direction. We'll have a tutorial on how to easily achieve this shortly. For an old style DF terrain with the four quadrants locked in their normal position, the minimum configuration would be a sectorcount of 2 with 2 rows arrayed as shown above. wrapx and wrapy would both be 1. The reason I chose DVT1.TRN is because it is one of the terrains in which the sectors are already configured as a classic "old school" DF terrain.

There is also a virtual sector numbered 0. This is a flat, zero height quadrant which will take on the same color as the pixel in the top left corner of your colormap. This would be used to make islands or coastlines, and is why you always see the water quadrant in the number 1 position.




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[*] posted on 7-15-2005 at 06:49 AM


Wow, this is some hard, i will continue studying your information. Thanks for the reply LoA :D



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[*] posted on 7-16-2005 at 12:38 AM


heres the whole page with that info link

pretty much all the info there is good for bhd/jo/dfx
only real diffrence between the two is jo uses 24 bit tga for color and bhd uses 32 bit tga.




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