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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/tile_bank.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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diff --git a/docs/tile_bank.html b/docs/tile_bank.html new file mode 100644 index 00000000..a5936f63 --- /dev/null +++ b/docs/tile_bank.html @@ -0,0 +1,178 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> +<HEAD> + <META HTTP-EQUIV="CONTENT-TYPE" CONTENT="text/html; charset=iso-8859-1"> + <TITLE>Spécification 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 “add” or +“replace” 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°0 right border and transition n°1 + left border. They have the same type. So, the right pixel column of + transition n°0 must be the same than the left pixel column of + transition n°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> |