Author Topic: What are cmpwater and gndtype used for ?  (Read 2044 times)

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10892
Re: What are cmpwater and gndtype used for ?
« Reply #15 on: October 03, 2010, 11:58:59 PM »
<snip>
What is the quick and dirty method to include a bmp tile to paint water?

I notice on the file drop down the import water bmp function but it throws and error because the file is not there...

I am assuming I create a waterc.bmp tile and place it in the imptexpt folder

I am also assuming it probably has to be a certain physical size as well as color depth to work?

What are the standards required for including the tile?


I thought you wanted to paint water, into your terrain, and answered accordingly. Sorry, this has very little to do with the CBM. The TE CBM routine will however show water once you paint it in.
Easy in-game again.
Since Tour 19 - 2001

Offline mrmidi

  • Aces High CM Staff
  • Silver Member
  • ****
  • Posts: 1879
Re: What are cmpwater and gndtype used for ?
« Reply #16 on: October 06, 2010, 06:58:25 AM »
Oneway do you use Photo Shop?

 :salute
midi
In charge of nothing.
C.O. 29th TFT, "We Move Mountains"
It is what it is!

Offline oneway

  • Silver Member
  • ****
  • Posts: 1385
Re: What are cmpwater and gndtype used for ?
« Reply #17 on: October 06, 2010, 07:56:51 AM »
No...

Fireworks

Basically all I am trying to do is take the terrain I have that has 4 large airfields in the center of the map, and produce a clip map that has a 5 mile grid system on it...I am going to use the Scenario.Terrain program I have written to produce the map and then convert it to the proper color depth and use that...It already has capability of producing the other grid system...should be easy to adapt...

That will be the fastest way...512 map is 4 pixels per mile at 2048, so every 20 pixels V and H is a 5 mile line.

int min = -4; // negative 4 because map center 10.10 is at pixel 1024, 1024
int max = 2048;
int y = -4;
int x = -4;
int pixelpermile = 4;
int gridsize = 5;

while(x <= max)
{

.    DrawLine(x, min, x, max); // vert
.    DrawLine(min, y, max, y); // horiz
.    x += (pixelpermile * gridsize);
.    y += (pixelpermile * gridsize);

}
    
I can also tile this image with my own water as well along the same lines...
« Last Edit: October 06, 2010, 08:20:44 AM by oneway »