SEED - Image maps: Difference between revisions
update |
m add drip map |
||
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}} |
Revision as of 18:33, 4 March 2011
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.
The map is an 8 bit greyscale TGA, PNG or JPEG 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"
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".
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 choosen randomly and then used:
"map" "spots, spots2, sinus"
Gallery
There are a few premade maps in TDM, here is a visual overview:
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 |