Difference between revisions of "WkIndiMask"

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| name = wkIndiMask
 
| name = wkIndiMask
 
| developer = [[People/Plutonic|Plutonic]]
 
| developer = [[People/Plutonic|Plutonic]]
| version = 25 April 2010
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| version = 1 April 2013
 
| games = [[Worms Armageddon|W:A]]
 
| games = [[Worms Armageddon|W:A]]
 +
| waver = 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both]
 
| language = C++
 
| language = C++
 
| license = Restricted-source
 
| license = Restricted-source
| download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.rar]
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| download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.7z]
 
}}
 
}}
  
'''wkIndiMask''' - is a module for [[WormKit]], that allows maps to be set up that have both destructable and indestructable parts to them.
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[[Image:IndiMask_demo.gif|thumb|230px|Animation: comparison of three levels of destructibility]]
  
There are 3 'Types' of terrain, Destructable, Indestructible and Tough (Only removed when an explosion occures that will remove the background soil texture)
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'''wkIndiMask''' is a module for [[WormKit]] that allows maps to be set up that have both destructible and indestructible parts to them.
  
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.
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There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occurs that will remove the background soil texture. E.g The center part of Dynamite or Holy Hand Grenade)
  
'''This colour is R:240, G:024, B:204.'''
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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:
  
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:
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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.
  
'''If the Red component is even you can destroy it, if it is odd, you cant.'''  
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'''This colour is R:240, G:024, B:204. (<span style="background-color:#f018cc">&emsp;</span> #F018CC)'''
  
Thurther to that, the Green componant is similarly used for if the colour is Tough.  
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After that, you can pick which colours are destructible or not using the least significant bit in the Red component of the colour. So essentially:
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'''If the Red component is even, you can destroy it; if it is odd, you can't.'''
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 +
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'''.
 
'''A colour that has odd for both Red and Green will be set as Tough'''.
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Tough terrain is only destroyed by a weapon where it would usually destroy the background layer.

Revision as of 13:03, 19 May 2019

(Up to WormKit)
wkIndiMask
Developer: Plutonic
Latest version: 1 April 2013
Supported games: W:A
Supported W:A version: 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both]
Language: C++
License: Restricted-source
Download: [1]
Animation: comparison of three levels of destructibility

wkIndiMask is a module for WormKit that allows maps to be set up that have both destructible and indestructible parts to them.

There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occurs that will remove the background soil texture. E.g The center part of Dynamite or Holy Hand Grenade)

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 destructible or not using the least significant 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.

Tough terrain is only destroyed by a weapon where it would usually destroy the background layer.

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