SEED - Image maps: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Tels (talk | contribs)
update
Jonri (talk | contribs)
Update file type and spawnarg instructions for 2.10
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
== Introduction ==
== Introduction ==


For each [[SEED]] entity you can specify an '''image map''', which will influence where entities are placed. This can even be overriden for each target class of the SEED with '''seed_map'''.
For each [[SEED]] entity you can specify an '''image map''', which will influence where entities are placed. This can even be overridden for each target class of the SEED with '''seed_map'''.


The map is an 8 bit greyscale TGA, PNG or JPEG image, where black is 0% and white is 100% spawn probability.  
The map is an 8 bit greyscale PNG image, where black is 0% and white is 100% spawn probability.  


== How to use ==
== How to use ==
Line 15: Line 15:
  "seed_map" "patterns"
  "seed_map" "patterns"


If the map name does not start with "textures/seed/", then this will be added in front. Also, the extension is optional, if left off, PNG, TGA and JPG will be tried in that order. For example, "sinus" will load "textures/seed/sinus.png".
The image map must be placed in the "textures/seed" directory of your FM, and the map name in the spawnarg must be the base name of the image file. For example, "sinus" will load "textures/seed/sinus.png".


Note: The image base map is combined with whatever distribution you set with falloff, also inhibitors are still taken into account.  
Note: The image base map is combined with whatever distribution you set with falloff, also inhibitors are still taken into account.  
Line 21: Line 21:
=== Random maps ===
=== Random maps ===


If your map spawnarg consists of multiple maps listed with ",", one of them will be choosen randomly and then used:
If your map spawnarg consists of multiple maps listed with ",", one of them will be chosen randomly and then used:


  "map" "spots, spots2, sinus"
  "map" "spots, spots2, sinus"
Line 99: Line 99:
|[[Image:Splat2.jpg|120px]]
|[[Image:Splat2.jpg|120px]]
|align=left|Vegetation f.i. grass
|align=left|Vegetation f.i. grass
|
|'''drip'''
|
|[[Image:Drip.png|120px]]
|
|align=left|For vegetation that "fades" f.i. bushes at a forest edge


|}
|}


{{seed}}
{{seed}}

Latest revision as of 02:18, 2 September 2021

Introduction

For each SEED entity you can specify an image map, which will influence where entities are placed. This can even be overridden for each target class of the SEED with seed_map.

The map is an 8 bit greyscale PNG image, where black is 0% and white is 100% spawn probability.

How to use

For example put this spawnarg on your SEED:

"map" "spots"

or put this on a target entity:

"seed_map" "patterns"

The image map must be placed in the "textures/seed" directory of your FM, and the map name in the spawnarg must be the base name of the image file. For example, "sinus" will load "textures/seed/sinus.png".

Note: The image base map is combined with whatever distribution you set with falloff, also inhibitors are still taken into account.

Random maps

If your map spawnarg consists of multiple maps listed with ",", one of them will be chosen randomly and then used:

"map" "spots, spots2, sinus"

Gallery

There are a few premade maps in TDM, here is a visual overview:

Name Look Usage Name Look Usage
cloud Vegetation f.i. grass patterns To make vegetation placed less uniform
splat Vegetation f.i. grass vegetation To make vegetation placed less uniform
spots Vegetation spots f.i. grass
two_spots To place f.i. items in front of two sitting people at a table sinus Interesting patterns f.i. for vegetation

Gallery v1.05

These maps are new in TDM v1.05:

Name Look Usage Name Look Usage
corner Dense vegetation in a corner corner2 Sparse vegetation in a corner
splat2 Vegetation f.i. grass drip For vegetation that "fades" f.i. bushes at a forest edge