[[File:Map without light emission.jpg|frameless|Map without light emission]]
[[File:Map with light emission.jpg|frameless|Map with light emission]]
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* [https://github.com/spring/spring/tree/master/rts/Map/SMF Relevant code]
== Data Map ==
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Is a cubemap projection of a skyline used to enhance the background of the map.
[[Category:Map Dev]]
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! Without Sky Reflection Modifier Map !! With Sky Reflection Modifier Map
[[Category:Map Dev]]
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= SMF(Spring Map File) Reference =
...github.com/spring/spring/blob/2e5bc43dc464ec27d6b880d105f0c618e07c4ff8/rts/Map/SMF/mapfile.h mapfile.h]
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...ontrol over the color and intensity of specular highlights anywhere on the map. You could eg. make all highlights red, or have them depend on the type of
...ot exist, you will get full unmoderated specularity based on whatever your map's lighting settings are
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...automatically assigned to categories and the invisible nature of the type map it makes game play unpredictable.}}
| The metal map is an intermediary file compiled into the SMF file using [[MapConv]] or [[M
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...al, but can be customized via map parameters and adds a nice touch to your map.
Formerly [[Mapdev:features|Feature]] Map. Grass distribution is defined by blue pixels, the more blue the pixel is (
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...with the option of specifying 4 different (normal map + greyscale diffuse map) detail textures.
...ted detail textures only allowed grayscale textures to be overlayed on the map, while DNTS also allows normal maps as well.
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...me of the texture files into the smf smt files, test your map, archive the map using 7zip and upload to springfiles.com
...ou will have some intermediary files ready to convert into the SMF and SMT map format:
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...he default single detail texture that is applied uniformly over the entire map, by allowing the mapper to specify 4 different greyscale detail textures, a
! Default Detail Map !! Splat Detail Maps
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* [[Gamedev:FeatureDefs]] - define the attributes of static map features and wrecks
* [[Gamedev:Archives]] - packing game/map
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...escription=the texture image to use, searches the ./maps/ directory of the map archive.}}
* [http://springrts.com/phpbb/viewtopic.php?f=13&t=28264 chockolate rain] map discussion apparrently has soemthing in it i wanted to keep for later.. can
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The engine source code which reads this file from the map is viewable here:
* {{sourcelink|file=rts/Map/MapInfo.cpp}}
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...ttributes, which can then be accessed via lua gadgets and widgets. It is a map (key-value pair indexed table) of strings. When accessing these attributes
[[Category: Game Dev]]
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...tic weapons. The default of <code>0.0</code> disables the tag in favour of map gravity.}}
...ode>0.0</code> to <code>100.0</code>) of the weapon setting fire to static map features on impact.}}
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...m the ground. The amount extracted depends on the metal map defined in the map itself. Works only for structures.}}
...amount of the energy resource the unit generates which is dependant on the map wind. Works only for structures. If wind speed is higher than this, the uni
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...ngfiles.springrts.com/files/maps/small_supreme_battlefield_v3.sd7 smallish map], and put them in your /games and /maps folder respectively (for Windows, t
...o UVMap the model. What this means is to take the surface of the model and map it onto a 2d surface, so you can edit the 2d surface (in an image editor) a
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