1. Maptex.tga and Maptex2.tga -
The original or "picture" map - from handdrawn, hardcopy, or online source.
2048 x 1536 pixels (fixed?, max?), size in MB varies w/ content.
2. Lukupmap.lbm and Lukupmap2.lbm -
The outline map or "computer's" map - user created with region enclosures defined by color 0, sea regions with 1 unique color and land regions with 2 unique colors ea.
Fixed pixel???, size in MB varies w/ content.
There is an implied direct 1:1 scale relationship between the respective Maptex and Lukupmap, correct???
Reason for 2 maps each is for different display resolutions???
(I think I remember this from WesW MedMod d/l)
Two ways to generate:
A. Lukupmap is made from new layer placed on top of Maptex, edited for coords (pixels -> coords; 8x / 16x multipliers, or does LMM do this?), converted, and run thru LMM, etc.
--- OR ---
B. Lukupmap made from scratch (what?!?!) or simple scanned hardcopy outline map, edited, etc. Maptex made after the fact from Lukupmap or original?
3. Minimap, minilukup, FE..., FE... .bifs - First 2 are minimaps for Campaign, last 2 (FE) for Front End menu(s).
4. Wood... - Frames or window dressing - recycled, reused
5. Limit to number of regions -
100 or 108 land (Updated with VI??? or patch) and
40 sea
6. REGION_IDs are hard coded as such to specific palette position numbers. Mapper must keep a housekeeping list of his own as to which new region names (and colors) matches to the hardcoded MTW (or VI) REGION_ID. California = WESSEX_ID, etc. (Of course, with VI map IDs you're even further limited)
7. Are region names placed (painted) on the textured (or not) MAPTEX (if not already on the original)?
Did I miss any important specs??? Will deal with tweaking LMM generated scripted files incl. Startpos at later time.
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