Difference between revisions of "WkIndiMask"

From Worms Knowledge Base

Jump to: navigation, search
(added headings and formatting, and some tweaks)
 
(26 intermediate revisions by 7 users not shown)
Line 1: Line 1:
 
{{lowercase title}}
 
{{lowercase title}}
 
{{ParentArticle|[[WormKit]]}}
 
{{ParentArticle|[[WormKit]]}}
 +
 
{{Software_infobox
 
{{Software_infobox
 
| name = wkIndiMask
 
| name = wkIndiMask
 
| developer = [[People/Plutonic|Plutonic]]
 
| developer = [[People/Plutonic|Plutonic]]
| version = 25 April 2010
+
| 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] / 3.8.0 [Both] / 3.8.1 (unofficial) [Both]
 
| language = C++
 
| language = C++
 
| license = Restricted-source
 
| license = Restricted-source
| download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.rar]
+
| download = [http://www.wormscc.co.uk/download/programs/files/wkIndiMask.7z Official version], [https://www.tus-wa.com/forums/worms-armageddon/wkindimask-4435/?action=dlattach;attach=195910 Unofficial 3.8.1 version]
 
}}
 
}}
  
'''wkIndiMask''' is a module for [[WormKit]] that allows maps to be set up that have both destructable and indestructable parts to them.
+
[[Image:IndiMask_demo.gif|thumb|230px|Animation: comparison of three levels of destructibility]]
  
There are 3 'types' of terrain, Destructible, Indestructible and Tough (only removed when an explosion occures that will remove the background soil texture)
+
'''wkIndiMask''' is a module for [[WormKit]] that allows maps to be set up that have both destructible and indestructible parts to them.
  
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:
+
There are 3 'types' of terrain:
 +
; Destructible : this is normal terrain
 +
; Indestructible : cannot be destroyed by any weapon
 +
; Tough : can only removed when an explosion occurs that will remove the background soil texture.<br>E.g: The center part of Dynamite or Holy Hand Grenade
  
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.
+
== Image palette required colour ==
 +
 
 +
All IndiMask info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the image 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">&emsp;</span> #F018CC)'''
 
'''This colour is R:240, G:024, B:204. (<span style="background-color:#f018cc">&emsp;</span> #F018CC)'''
  
After that, you can pick which colours are destructable or not using the least significant bit in the Red component of the colour. So essentially:  
+
== Setting the proper mask ==
 +
 
 +
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 ensuring that the required colour is present, 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.'''  
 
'''If the Red component is even, you can destroy it; if it is odd, you can't.'''  
Line 28: Line 39:
  
 
'''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'''.
 +
 +
{| class="wikitable"
 +
|+ Quick reference table:
 +
|-
 +
! Effect                        !! When red is: !! and green is:
 +
|-
 +
| Terrain will be Tough          || Odd  || Odd
 +
|-
 +
| Terrain will be Indestructible || Odd  || Even
 +
|-
 +
| No Effect / Normal Terrain    || Even || Odd
 +
|-
 +
| No Effect / Normal Terrain    || Even || Even
 +
|}

Latest revision as of 19:33, 26 February 2023

(Up to WormKit)
wkIndiMask
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] / 3.8.0 [Both] / 3.8.1 (unofficial) [Both]
Language: C++
License: Restricted-source
Download: Official version, Unofficial 3.8.1 version
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 
this is normal terrain
Indestructible 
cannot be destroyed by any weapon
Tough 
can only removed when an explosion occurs that will remove the background soil texture.
E.g: The center part of Dynamite or Holy Hand Grenade

Image palette required colour

All IndiMask info is stored in the PNG palette for the map. In order to set up a map for wkIndiMask, you must first ensure the image 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)

Setting the proper mask

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 ensuring that the required colour is present, 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.

Quick reference table:
Effect When red is: and green is:
Terrain will be Tough Odd Odd
Terrain will be Indestructible Odd Even
No Effect / Normal Terrain Even Odd
No Effect / Normal Terrain Even Even
Personal tools