SEED - Image maps

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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