On Apr 15, 2006, at 9:03 PM, Bill Catambay wrote:
> At 4:48 PM -0700 on 4/15/06, Forrest Cameranesi wrote:
>
>
>>> If you are using "double-wide" landscapes, that may be the
>>> problem. Your ogl_asprat_exp is "0", which means your aspect
>>> ratio is 1:1--so your landscapes better be square. This code
>>> changed a lot, and I may not have replicated any old broken
>>> behavior. I didn't realize people were using all those exp
>>> settings and things.
>>
>> Ok, maybe you can tell me what that MML code should be then,
>> because honestly I don't remember what any of that does now. I've
>> got 2048x540 landscapes, which I want to wrap around 360 degrees
>> (i.e. not repeating at all), and have the same proportions as a
>> 1024x540 landscape usually would (i.e. I want what is square in
>> the image to appear square in game).
>>
>> Here's the MML I've got now again:
>>
>> <landscapes>
>> <landscape coll="27" horiz_exp="0" vert_exp="0"
>> vert_repeat="false" ogl_asprat_exp="0"/>
>> <landscape coll="28" horiz_exp="0" vert_exp="0"
>> vert_repeat="false" ogl_asprat_exp="0"/>
>> <landscape coll="29" horiz_exp="0" vert_exp="0"
>> vert_repeat="false" ogl_asprat_exp="0"/>
>> <landscape coll="30" horiz_exp="0" vert_exp="0"
>> vert_repeat="false" ogl_asprat_exp="0"/>
>> </landscapes>
>>
>> What needs to change to make it work with the new code you've
>> implemented?
>>
>> Also, a couple of things you said I should submit to SF bug
>> lists... whereabouts do I begin doing that? I'm completely
>> unfamiliar with SourceForge.
>
> It appears that we're all guessing a little on how to use the MML
> for landscapes.
>
> I also use a few landscapes which I prefer to wrap around once
> (rather than doubled) and have the proportions in the 2048x540
> image appear accurately in the game. However, I took a different
> (and easier) approach which appears to work quite well for me. I
> take my 2048x540 texture, size it to 1024x540 (losing aspect
> ratio), and install into the Shapes file. Then I use MML to tell
> it to stretch all the way around. For an example....
>
> Under <opengl> I have:
>
> <texture coll="28" bitmap="1" normal_image="emrtextures/landscapes/
> double-space1.jpg"/>
>
> And under <landscapes> I have:
>
> <landscape coll="28" horiz_exp="0"/>
>
>
> The above gets me the results I'm looking for.
>
> I'm not sure why you are using the vert_exp and vert_repeat args,
> and I have no idea what the ogl_asprat_exp arg does.
>
> As far as the external image referenced in the MML above, it is
> stored as 1024x540 (the 2048x540 scrunched), but it could probably
> be stored as 2048x540 with the same results. I'm not really sure.
I tried the approach you gave first, back when I first figured out
that this was possible, but played with it more to get it so I could
keep square pixels and higher resolution instead of getting the loss
of scrunching and stretching that you'll be getting with your method.
What vert_exp does it adjust the vertical proportions of the image in
accordance with the horizontal proportions (i.e. they should be the
same to keep the image proportional and not stretched, like you
intentionally have yours). ogl_asprat_exp does something with
proportions as well. With a 2048x520 texture, setting both horiz_exp
and vert_exp to "0" and ogl_asprat_exp to "2" will get you wrap-
around well-proportioned textures. And you're right, I don't need
vert_repeat in there at all.
-Forrest Cameranesi, Geek of All Trades
"I am Sam. Sam I am. I do not like trolls, flames, or spam."
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