

Hmm since you've extracted the map in one file and can play about with channels in photoshop better than I can in Corel, is there any channel data worth noting around the lakes?
You're probably right. I noticed that it would display them all when in Preview Mode last week when I first started. It...um...well, for some strange reason it just never occured to me to tell it to render. :oops:requiem_for_a_starfury wrote:Though I bet Red's off somewhere laughing his head off that we hadn't noticed this before.![]()
No. It's all in RGB channels, no alpha or spot channels. So, while we are now "in business" for modified versions of the core map -- and w/o having to x-fer it!!! -- we're still sitting at square one when it comes to impassability and/or variable travel speed.requiem_for_a_starfury wrote:Hmm since you've extracted the map in one file and can play about with channels in photoshop better than I can in Corel, is there any channel data worth noting around the lakes?
No, there's no way to do that. The clock is completely irrelevant to this sort of thing. That's straight from the mouth of Ed Orman and his cabal of code monkeys.requiem_for_a_starfury wrote:Is there anyway to set campaign variables to trigger from the date, i.e. you have to reach your mission by March 15th otherwise if you get there too late you'll automatically fail the mission?
You know, that's a good point. Since you could go out and wander around for over a year between missions 1 and 2 all w/o affecting the game it just really doesn't matter in game terms, and that's what I'm going to worry about.Requiem wrote:I don't think there is, so it kind of makes travel speed rather redundant in FOT, since it doesn't matter how long you wander around looking for REs and SEs. To be honest as long as you still travel faster in a vehicle than on foot is all that really matters. The only thing I want to be able to do is prevent travel over certain areas like water.
The squares I was importing didn't have alpha channels. (May have been me fucking up in Photoshop, though.) I just made three new versions of the map, w/different alpha channel settings (Additive, Negative 1, and Negative 2) and I checked them all, including the original (where the Alpha Channel setting in Red!Viewer was "None") and all four have alpha channels. However, they are all clear. I'll dick around w/this more later on. Right now I'm out of RAM and my machine is chugging along on Virtual Memory.Jimmyjay86 wrote:When you use Redviewer to extract a zar to a tga file it should include an alpha channel. I tried extracting a few of the squares to tga's and they did have alpha channels but those channels were clear.
Okay, I was high here. The tiles as exported did have alpha channels. Once I imported them into my huge world map PSD they didn't.OnTheBounce wrote:The squares I was importing didn't have alpha channels. (May have been me fucking up in Photoshop, though.)
I tried what he said and here's a link to the result.]ed[ wrote:Ok, I think I remember. You create a grayscale version of the terrain image and put it in the alpha channel of the PNG. Black means slow movement, white means fast movement (or the reverse). When you use Import Image, it then brings in the diffuse and the alpha channel, and bases movement off that. Whether Black means impassable or just really slow, I'm not sure.
I'm pretty sure that's what we did. I've shot off a question to Rob and Karl (programmers on Tactics) to see if I'm right.
Any idea what is meant by "format" of a PNG? I'm going to putz around w/interlacing and some other things today. Hopefully I'll stumble onto the right combination...]ed[ wrote:So I spoke to Alistair (one of the programmers still at MF). He had a look on the server and found the original PNG image we used. He was pretty sure that it had a grayscale alpha channel with black being impassable. I don't know what _format_ the PNG was.
I can't remember PS supporting 32-bit format for PNGs...I'll tinker a bit more, though. Edit: 32-bit would be RGB w/Alpha at 8-bits per control channel. Correct?Ed Orman wrote:Format prolly wasn't the right word. I meant whether it was 16/24/32 bit. I'm thinking 32 bit, since it had an alpha channel.
Good luck!