shinRaiden 0 Posted September 24, 2004 Presently, the various WRP file formats are limited to 512 unique textures. That seems like a weird number, if it indeed uses a 9-bit index. For photographic terrain maps like what the Swedish Army is testing, that effectively limits the area of photographic textures to a maximum area of 22x22 cells, at 50m spacing only makes 1.1km sq. What I would like to see is the texture index expanded to a full 16-bit number. That would allow for 65536 textures, or full photographic texture coverage of a classic 12.8 km map. While I realize that this is not going to be common among OFP development, expanding the index would be of special benefit to VBS customers. ------------------------------------------------------ Second, as you change view detail settings, OFP presently subdivides the elevations, but not the textures. At very_low detail, 1 cell == 1 texture. But on low detail, that same texture now expands to cover 4 'virtual' cells. What I'd like to see, perhaps in lieu of expanding the texture index to 16 bits, would be something like a 16 bit entry, with 12 bits (4096 textures) for texture index, and 4 bits (16 values) for 'stretch' factors. If each texture covered 16x16 cells (8192px textures), and there were 4096 textures, that would allow for the same effect as 65536 textures at 512px. Share this post Link to post Share on other sites
meio_maluco 1 Posted October 10, 2004 I think it should be improved the ability to "dig/raise" in the cells, so when we can make trenches, make horizontal roads in the mountains, etc. Share this post Link to post Share on other sites
shinRaiden 0 Posted November 15, 2004 It would also be nice to be able to 'flag' a cell to change the direction of the trianglular cut. Currently the cell format is based off the lower-left corner, and the poly-cut is from NW to SE. This makes it very difficult to make smooth terrain running in SW to NE angles. It would be nice to be able to flag a cell to 'cut' the opposite angle from SW to NE, and would not increase poly count, while greatly simplyfing map development. Thanks. Share this post Link to post Share on other sites