Makeship: Difference between revisions

From Rise: The Vieneo Province

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=RTSPS=
=RTSPS (CTY)=
*Light layer is modulated with the color layer based on time of day
*Light layer is modulated with the color layer based on time of day
*Light layer is assigned independent of the color layer tile
*Light layer is assigned independent of the color layer tile
*Light layer is loaded by the LIGHT appended color bitmap name
*The alpha channel on the color layer controls transparency with the underlying terrain (0-255)
*The alpha channel on the color layer controls transparency with the underlying terrain (0-255)
*The alpha channel on the light layer is unused
*The alpha channel on the light layer is unused
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====Randomize Fill====
====Randomize Fill====
''Note: There is an option to randomize the rotation on the individual sectors during the fill''
''Note: There is an option to randomize the rotation on the individual sectors during the fill''
=Buildings (CTY)=
*Color layer is the building exterior day map (windows need not be filled in on this map)
*Light layer is modulated with the color layer based on time of day
*Light layer is assigned in coordination with the color layer tile
*Light layer is loaded by the LIGHT appended color bitmap name
*The alpha channel on the color layer is used for color masking
** Value of 1 is the "black alpha mask"
** Value of 255 is the "white alpha mask"
*The alpha channel on the light layer controls the window stencil
** Values of 1-254 are windows (the higher number stays illuminated throughout the night)
** Value of 255 designates the building exterior (no stencil)

Revision as of 02:28, 2 April 2009

RTSPS (CTY)

  • Light layer is modulated with the color layer based on time of day
  • Light layer is assigned independent of the color layer tile
  • Light layer is loaded by the LIGHT appended color bitmap name
  • The alpha channel on the color layer controls transparency with the underlying terrain (0-255)
  • The alpha channel on the light layer is unused

Copy and Paste

Singleton Operations

  • LMB - Select sector
  • C - Copy sector
  • LMB - Select sector
  • P - Paste sector

Area Operations

  • LMB - Select UL corner sector
  • Ctrl+LMB - Select LR corner sector and copy
  • LMB - Select UL corner sector
  • Shift+LMB - Select LR corner sector and paste color/light or legality layers
  • Ctrl+Shift+LMB - Select LR corner sector and paste color/light and legality layers

Randomize Fill

Note: There is an option to randomize the rotation on the individual sectors during the fill

Buildings (CTY)

  • Color layer is the building exterior day map (windows need not be filled in on this map)
  • Light layer is modulated with the color layer based on time of day
  • Light layer is assigned in coordination with the color layer tile
  • Light layer is loaded by the LIGHT appended color bitmap name
  • The alpha channel on the color layer is used for color masking
    • Value of 1 is the "black alpha mask"
    • Value of 255 is the "white alpha mask"
  • The alpha channel on the light layer controls the window stencil
    • Values of 1-254 are windows (the higher number stays illuminated throughout the night)
    • Value of 255 designates the building exterior (no stencil)