posted March 31, 2002 10:44 PM
As I recall from my chats with LDA in the past:
- Height 16 is what they use for terrain above water line. That is NOT waterline. The reason for this is that waterline level terrain has the following problem: Clipping errors. TM will have problems mapping the waters edge if the terrain is not sufficiently vertical.
- Height between greyscale vals: As I recall 4 K (from CYMK) is 1 metal tank height approx.
- Size of pixels: As I recall, 1 pixel is 1m. Now thats rather arbitrary given that 1m=?tank lengths. I believe about 4 = average steal tank lenght though.
Map config strings:
MapName = Name as map will appear in Select Map display
MapType = 0:Race / 1 M/CTF / 2:Tutorial
MapID = Any integer. Make it unique, though as long as MapID + MapName are different on any 2 maps TM doesn't seem to have a problem, if BOTH MapID and MapName are the same, TM will only recognize 1 of those maps.
MaxMapTeams = Integer. Must be specified on any maps using Team specific spawn points.
EcoCrud = Sets the ecocrud entity for all ecosystems (type = crud/type. Otherwise use class/type)
EcoCrud# = Same as EcoCrud except # specifies which Ecosystem to use. Do not use the EcoCrud# and EcoCrud at the same time. Make sure every ecosystem is used when using EcoCrud# (if you have 4 terrain textures, make sure you specify EcoCrud0=, EcoCrud1=, EcoCrud2=, and EcoCrud3=)
ColorGain = R, G, B (values 0..1) - specifies the color gain of the ambient lighting (will alsoeffect the skybox coloring)
ColorBias = R, G, B (values 0..1) - same as color gain but for color bias.
ColorShift = Again...the same thing with Shift
ColorScale = Again...the same thing with Scale
StartPointEntity = (class/type), specifies the mesh (must specify mesh/type!) that represents the starting waypoint on a Race map.
PushStartPoints = Moves the startpoint on a race map to another waypoint (on a race map, number the ID Flag sequentially in the order the waypoints are to be raced - LDA uses 100 integer spacing with occasionally extra waypoints added between. PushStartPoints means that the map will not start at the lowest number but rather N waypoints sequentially higher)
scorcheco = 0..1 = effects how much weapons scorch the terrain. 0=full effect, 1=no effect.
Gravity = X, Y, Z (floating point, Y=vertical, default is 0,-10,0)
Friction = floating point (not sure what default is)
NOTE: All commands used inside the SkyBox entity CAN be used in the map config strings as far as I know. The value in the map config strings WILL override the skybox values (this is a handy way to use existing skyboxes but change a few properties for your map)
NOTE: If you want to control map start commands (set joins, tanks, etc) as the Tutorial maps do, be warned! If any 2 maps of the same map type have different settings here, TM WILL screw up its display when selecting maps and you will have to select another map type to reset it.
I'm sure I missed a few btw...
Notes on CTF or Team maps
You MUST have at least one spawn point for ALL teams. Otherwise TM will crash on load. TM does not initialize a map with recognition of Team spawn points but adds that after the initial entity reading loop. If there is no where to place tanks after the initial entity reading loop (which there won't be without a recognized non-team spawn point), TM crashes. Its a slight annoyance sometimes on CTF maps, but easily gotten arround. Just place one point (or more then 1) half way between the flags - just so long as its placed symetrically to the flags its rarely noticed.