Makeship: Difference between revisions
From Rise: The Vieneo Province
No edit summary |
|||
| Line 20: | Line 20: | ||
''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)= | =Buildings (CTY)= | ||
==Color Layer== | |||
*Color layer is the building exterior day map (windows need not be filled in on this map) | *Color layer is the building exterior day map (windows need not be filled in on this map) | ||
*The alpha channel on the color layer is used for color masking | *The alpha channel on the color layer is used for color masking | ||
** Value of 1 is the "black alpha mask" | ** Value of 1 is the "black alpha mask" | ||
** Value of 255 is the "white alpha mask" | ** Value of 255 is the "white alpha mask" | ||
==Light Layer== | |||
*Modulated with the color layer based on time of day | |||
*Assigned in coordination with the color layer tile | |||
*Loaded by the LIGHT appended color bitmap name | |||
*The alpha channel on the light layer controls the window stencil | *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) | ** Values of 1-254 are windows (the higher number stays illuminated throughout the night) | ||
** Value of 255 designates the building exterior (no stencil) | ** Value of 255 designates the building exterior (no stencil) | ||
Revision as of 15:47, 24 August 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
- Color layer is the building exterior day map (windows need not be filled in on this map)
- 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"
Light Layer
- Modulated with the color layer based on time of day
- Assigned in coordination with the color layer tile
- Loaded by the LIGHT appended color bitmap name
- 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)