Code: Select all
Surface
{
BumpMapNX "EarthLike/left.png"
BumpMapNY "EarthLike/down.png"
BumpMapRotationNY 180 //degrees
BumpMapNZ "EarthLike/back.png"
BumpMapPX "EarthLike/right.png"
BumpMapPY "EarthLike/up.png"
BumpMapPZ "EarthLike/front.png"
BumpTileSize 2048
}
First, planets which use this method must have in addition to diff and bump files a file and/or component folder with the same sub-folder like bump map and diff map (I recommend using folder, I explain later).
For Azeroth, I have this :
- Azeroth
- Diff
- Components.*
- Known_world
- Components.*
- Northrend
- mapC_L.*
- Maestrom
- mapC_L.*
- Pandaria
- mapC_L.*
- Kalimdor
- mapC_L.*
- Eastern_Kingdows
- mapC_L.*
- Bump
- Components.*
- Known_world
- Components.*
- Northrend
- mapC_L.*
- Maestrom
- mapC_L.*
- Pandaria
- mapC_L.*
- Kalimdor
- mapC_L.*
- Eastern_Kingdows
- mapC_L.*
- CloudsDiff
- Components.*
- Known_world
- Components.*
- Maestrom
- mapC_L.*
- Diff
For components files, color are RGB (256[sup]3[/sup] = 16 777 216 possibility) or RGBA (256[sup]4[/sup] = 4 294 967 296 possibility).
So you understand why I recommandes folder, there is more possibility also to be able to better edited the zone since as in the game World of Warcraft, the "continents" can move from place so it avoids any redecalled. I put just two sample files :
Components.* in folder principal And in code, it is :
Code: Select all
Surface
{
DiffMap "Azeroth/Diff"
DiffTileSize 256
DiffTileBorder 1
DiffFormat "map<C>_<L>.*" //C : Column number, L : Line number
DiffComponents
{
Folder "Azeroth/Diff"
Components
{
Color(1 1 1 1) //RGBA : (Color value)/255
Folder "Azeroth/Diff/Know_world"
Components
{
Color(1 1 1 1) //RGBA : (Color value)/255
Folder "Azeroth/Diff/Know_world/Northrend"
}
}
}
}