Difference between revisions of "WkIndiMask"
From Worms Knowledge Base
(New page: {{lowercase title}} {{ParentArticle|WormKit}} {{Software_infobox | name = wkIndiMask | developer = Plutonic | version = 25 April 2010 | games = [[Worms Armageddon|W...) |
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'''This colour is R:240, G:024, B:204.''' | '''This colour is R:240, G:024, B:204.''' | ||
− | After that, you can pick which colours are destructable or not using the least significalnt bit in the Red componant of the colour. So essentually: '''If the Red componant is even you can destroy it, if it is odd, you cant.''' | + | After that, you can pick which colours are destructable or not using the least significalnt bit in the Red componant of the colour. So essentually: |
+ | '''If the Red componant is even you can destroy it, if it is odd, you cant.''' | ||
− | Thurther to that, the Green componant is similarily used for if the colour is Tough. '''A colour that has odd for both Red and Green will be set as Tough'''. | + | Thurther to that, the Green componant is similarily used for if the colour is Tough. |
+ | '''A colour that has odd for both Red and Green will be set as Tough'''. |
Revision as of 21:04, 25 April 2010
wkIndiMask | |
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Developer: | Plutonic |
Latest version: | 25 April 2010 |
Supported games: | W:A |
Language: | C++ |
License: | Restricted-source |
Download: | [1] |
wkIndiMask - is a module for WormKit, that allows maps to be set up that have both destructable and indestructable parts to them.
There are 3 'Types' of terrain, Destructable, Indestructable and Tough (Only removed when an explosion occures that will remove the background soil texture)
All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you much first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactive based on it's presence. Because WA throws away unused map palette entires it will have to exist somewhere on the map, but 1 pixel under the water is fine.
This colour is R:240, G:024, B:204.
After that, you can pick which colours are destructable or not using the least significalnt bit in the Red componant of the colour. So essentually: If the Red componant is even you can destroy it, if it is odd, you cant.
Thurther to that, the Green componant is similarily used for if the colour is Tough. A colour that has odd for both Red and Green will be set as Tough.