View Single Post
Old 11-06-12, 06:18 PM   #31
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Pintea View Post
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.
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?
gap is offline   Reply With Quote