Quote:
Originally Posted by Pintea
I believe I have an idea
TerrainTypes.raw is a representation of the climate zones around the globe.
The link between TerrainTypes.raw and in-game textures is made through Terrain.cfg, but I guess you figured that out already.
Now, open TerrainTypes.raw in photoshop and set Image->Mode->IndexedColor.
After that use the color picker to find out the color index value.
In Terrain.cfg you'll see something like
[IdxConversion]
IDX 1=2 ;Polar Deserts
IDX 2=2 ;Arctic Tundra
IDX 3=3 ;Typical Tundra
IDX 4=3 ;Southern Tundra
Where IDX 1, IDX 2 etc are color indices from TerrainTypes.raw.
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Pintea, you just gave me one missing piece of the puzzle, you are my hero!
I was sure that color values in the raw map had to be in relation with indices listed in Terrain.cfg, but until today mutch as I tried and tried again I couldn't find a way to match them.
Converting the map to indexed color mode, as suggested by you, finally made the trick! Am I correct in assuming that terrain's seasons settings are taken from cfg files found in the Env folder for each zone defined ClimateZones.tga?
I have one more question, if you don't mind: is it possible to set the game to use different seaweed and submerged rocks' textures, depending on season and terrain type, as done with seabottom sand, emerged rocks, and land vegetation textures?