Difference between revisions of "WkIndiMask"
From Worms Knowledge Base
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There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture) | There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture) | ||
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+ | IndiMask settings for a map can be edited using [[MapGen]] version 0.4.0 or later, or if you need more control, any paint package using the info below: | ||
All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine. | All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine. |
Revision as of 15:34, 22 May 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, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture)
IndiMask settings for a map can be edited using MapGen version 0.4.0 or later, or if you need more control, any paint package using the info below:
All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the palette has a particular entry. The module will search for this entry when a game starts and activate or deactivate based on its presence. Because WA throws away unused map palette entries, it will have to exist somewhere on the map. 1 pixel under the water is fine.
This colour is R:240, G:024, B:204. ( #F018CC)
After that, you can pick which colours are destructable or not using the least significalnt bit in the Red component of the colour. So essentially:
If the Red component is even, you can destroy it; if it is odd, you can't.
Further to that, the Green component is similarly used to decide if the colour is Tough.
A colour that has odd for both Red and Green will be set as Tough.