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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
+<HTML>
+<HEAD>
+ <META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=iso-8859-1">
+ <TITLE>Sp&eacute;cification du plugin de maillage des patchs dans 3dsmax</TITLE>
+ <META NAME="GENERATOR" CONTENT="OpenOffice.org 641 (Linux)">
+ <META NAME="AUTHOR" CONTENT="Nevrax">
+ <META NAME="CREATED" CONTENT="20010220;19060000">
+ <META NAME="CHANGEDBY" CONTENT="Cyril Corvazier">
+ <META NAME="CHANGED" CONTENT="20010221;11520000">
+ <STYLE>
+ <!--
+ @page { size: 21cm 29.7cm; margin: 2.5cm }
+ H1 { margin-top: 1.06cm; margin-bottom: 0cm; color: #ffffff; text-align: justify; widows: 2; orphans: 2; text-decoration: underline }
+ H1.western { font-family: "Arial", sans-serif; font-size: 14pt; so-language: fr-FR }
+ H1.cjk { font-family: "Times New Roman", serif; font-size: 14pt; font-weight: bold }
+ H2 { margin-bottom: 0.11cm; color: #ffffff; text-align: justify; widows: 2; orphans: 2; text-decoration: underline }
+ H2.western { font-family: "Arial", sans-serif; font-size: 12pt; so-language: fr-FR; font-style: italic }
+ H2.cjk { font-family: "Times New Roman", serif; font-size: 12pt; font-style: italic; font-weight: bold }
+ -->
+ </STYLE>
+</HEAD>
+<BODY LANG="en-US" TEXT="#000000">
+<P LANG="en-GB" ALIGN=CENTER STYLE="margin-bottom: 1.27cm"><FONT SIZE=5 STYLE="font-size: 20pt"><B>The
+tile banks used in NeL landscape.</B></FONT></P>
+<H1 LANG="en-GB" CLASS="western">1.Tile bank</H1>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">A NeL tile bank is a
+binary file in which is stored bitmap filenames that are used to map
+the landscape.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">Here is an overview of the
+tile bank:</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><IMG SRC="img/tile_bank_html_70d0f5c5.png" NAME="Graphic1" ALIGN=BOTTOM WIDTH=573 HEIGHT=484 BORDER=0></P>
+<H1 LANG="en-GB" CLASS="western">2.Tileset</H1>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">A tile bank is composed by
+several tileset. A tileset is a kind of material (like grass, wood,
+rock).</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">This material is divided
+in small textures (128x128), large textures (256x256) and transition
+textures (128x128 alpha).</P>
+<H2 LANG="en-GB" CLASS="western">2.1.Small and large textures</H2>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">A tile in the NeL
+landscape is a bitmap with a size of 128x128. A patch can have 2x2
+tiles, 4x4 tiles, 8x8 tiles and 16x16 tiles. But to have bitmaps with
+a better quality, we can use larges textures (256x256) as 4 tiles.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">In the painter plugin, you
+can choose to paint 128x128 bitmaps or 256x256 bitmaps. The pixel
+ratio stays the same.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">All the textures have two
+channels: diffuse and additive. We use a bitmap for diffuse and
+another one for additive.</P>
+<H2 LANG="en-GB" CLASS="western">2.2.Transition textures</H2>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">Transition textures are
+used to make smooth tileset changes. To do this, we have a set of 48
+transition textures. With this set, we can make all transition we
+want with some diversity (two type of transitions are randomly
+choosen to increase diversity).</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">Transition textures are
+bitmaps of 128x128 pixel with a third channel: an alpha channel. This
+channel is a grayscale bitmap. It is used to make the transition like
+this:</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><IMG SRC="img/tile_bank_html_m2b842ebd.png" NAME="Graphic2" ALIGN=LEFT WIDTH=614 HEIGHT=389 BORDER=0><BR CLEAR=LEFT><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">Here is the transitions
+set:</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><IMG SRC="img/tile_bank_html_7f255931.jpg" NAME="G1: transitionset%20full" ALIGN=BOTTOM WIDTH=421 HEIGHT=554 BORDER=0></P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">This is the 48 alpha
+bitmaps you need to build your bank.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">Orange pixels are
+alpha=255 and black pixels are alpha=0.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">In fact, you only need to
+draw 12 alpha bitmaps to fill this bank. The others are computed with
+a rotation. Here is the 12 alpha bitmaps you really need:</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><IMG SRC="img/tile_bank_html_m637dd59a.jpg" NAME="G2: transitionset%20without%20rotation" ALIGN=BOTTOM WIDTH=419 HEIGHT=554 BORDER=0></P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">The batchload function of
+tile_edit.exe load all the alpha transitions in one shot. To use the
+batchload function, the alpha bitmaps must have a name like
+wood_alpha00.tga, wood_alpha01.tga. The number of a transition tile
+is given by its position in the previous set. The first (left, top)
+is number 00, and so on, first to the right then to the bottom.</P>
+<H2 LANG="en-GB" CLASS="western">2.3.Bitmap check</H2>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">To avoid blinear
+discontinuity using tiles, tile_edit.exe performe some checks to be
+sure bilinear filtering will work.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">Each time you add a bitmap
+in tile_edit.exe, by drag and drop or with the &ldquo;add&rdquo; or
+&ldquo;replace&rdquo; functions, the program checks the tile pixels.
+The tiles must follow whose rules:</P>
+<OL>
+ <LI><P LANG="en-GB" STYLE="margin-bottom: 0cm">128x128 bitmaps must
+ have the same top and bottom pixel row.</P>
+ <LI><P LANG="en-GB" STYLE="margin-bottom: 0cm">128x128 bitmaps must
+ have the same left and right pixel column.</P>
+ <LI><P LANG="en-GB" STYLE="margin-bottom: 0cm">256x256 bitmaps must
+ have two times the 128x128 pixel row at top and bottom.</P>
+ <LI><P LANG="en-GB" STYLE="margin-bottom: 0cm">256x256 bitmaps must
+ have two times the 128x128 pixel column at left and right.</P>
+ <LI><P LANG="en-GB" STYLE="margin-bottom: 0cm">Two transitions with
+ the same kind of border must have same pixel border. For exemple,
+ check the transition n&deg;0 right border and transition n&deg;1
+ left border. They have the same type. So, the right pixel column of
+ transition n&deg;0 must be the same than the left pixel column of
+ transition n&deg;1.</P>
+</OL>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><IMG SRC="img/tile_bank_html_3160d7fa.gif" ALIGN=LEFT><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm">You can see in the above
+picture a 128x128 bitmap with its U and V pixel borders and a 256x256
+bitmap with the double U and V pixel border.</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+<P LANG="en-GB" STYLE="margin-bottom: 0cm"><BR>
+</P>
+</BODY>
+</HTML>