Difference between revisions of "WkIndiMask"
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Explorer09 (Talk | contribs) m (copyedits + add hexadecimal colour notation) |
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| name = wkIndiMask | | name = wkIndiMask | ||
| developer = [[People/Plutonic|Plutonic]] | | developer = [[People/Plutonic|Plutonic]] | ||
− | | version = | + | | version = 9 August 2020 |
| games = [[Worms Armageddon|W:A]] | | games = [[Worms Armageddon|W:A]] | ||
+ | | waver = 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both] / 3.8 [Both] | ||
| language = C++ | | language = C++ | ||
| license = Restricted-source | | license = Restricted-source | ||
− | | download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask. | + | | download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.7z] |
}} | }} | ||
− | + | [[Image:IndiMask_demo.gif|thumb|230px|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. | |
− | All info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you | + | 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. (<span style="background-color:#f018cc"> </span> #F018CC)''' | '''This colour is R:240, G:024, B:204. (<span style="background-color:#f018cc"> </span> #F018CC)''' | ||
− | After that, you can pick which colours are | + | 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 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'''. | '''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. |
Revision as of 07:24, 10 August 2020
wkIndiMask | |
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Developer: | Plutonic |
Latest version: | 9 August 2020 |
Supported games: | W:A |
Supported W:A version: | 3.6.31.0 / 3.7.0.0 / 3.7.2.1 [Both] / 3.8 [Both] |
Language: | C++ |
License: | Restricted-source |
Download: | [1] |
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.