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PostPosted: Tue Jul 23, 2013 6:42 am 
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Joined: Tue May 01, 2012 8:54 pm
Posts: 18
Hello,

Has the process for creating the terrain5_ .png images for maps changed?
I exported each layer (sand.png. grass.png, road.png, asphalt.png) put them into a .zip file and ran that through the process.bat, but that doesn't seem to work anymore?

Also, in the vanilla maps, there are a bunch of .bat files and a couple .png files relating to map_view. What are these for?


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PostPosted: Tue Jul 23, 2013 10:00 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The RWR Inkscape extension is used for exporting the heightmap, terrain splat maps and map view related stuff primarily these days. It's shipped with the game in installation_folder\tools\inkscape. No zip files are needed with exporting.

The exporter picks up splat maps based on Inkscape layers named as alpha_*. Map view stuff gets currently picked up for exporting from layers named as map_view_decoration on root level, and woods*, objects*, walls* and rocks* inside each layer*.

Depending on which vanilla map you're using as basis and what kind of changes for the terrain layers you've made, or if you're creating a custom one from scratch, you may need to adjust process.bat to fit your terrain splat maps, mostly in naming files. Process.bat basically applies a bit of blurring for the splat maps (without having to have blurring enabled in Inkscape at all times) and converts the heightmap to Greyscale which is what RWR requires.

Process_post.bat is used to combine max 4-layers of splat maps into one image, using it allows terrain rendering to be done in one pass instead of many. The game always attempts to locate terrain5_combined_alpha.png first; if it's not found, the old rendering method is used. Also, if you have more than 5 layers (base layer + 4 terrain layers), the old rendering method is used.

Process_map_view.bat is used to ultimately create map.png from the map view related exported stuff and a bunch of helper images. This is what you see when you press TAB in game.


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PostPosted: Tue Jul 23, 2013 10:12 am 
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Joined: Mon Jun 27, 2011 11:59 am
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On another note, I believe the invisible platform issue you had was because the polygons were created in incorrect winding order. The way to fix it is to swap position of each node in the platform paths so that e.g. on start path, last node becomes first, second last becomes second, and so on.

This usually tends to happen if you have a platform, copy it, and in order to mirror it, you manually move the nodes over an imaginary mirror line.


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