F4F Tiling Standards - Transition Numbering Reference Sh

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Mad Dog McEwan
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F4F Tiling Standards - Transition Numbering Reference Sh

Post by Mad Dog McEwan » 2003-11-27 13:51:00

F4F Tiling Standards - Transition Numbering Reference Sheet
http://www.666th.com/uploads/ref-tranx-sheet.asp

MD

-----Original Message-----
From: Greg McEwan [mailto:gmcewan@namakwa.co.za]
Sent: 27 November 2003 02:36 PM
To: 4F4@yahoogroups.com
Subject: [4F4] F4F - Tiling - Standards


Please keep to tiling standard matters only in this thread. I am
about to finalise a document that contains a new tiling standard for
tiling in Falcon 4... I will post bits and bobs here for discussion.


Water Depth Breakdown

To give greater visual control, the water is categorized by depth,
plankton concentration, and tropical. The depth of the defined in the
table below tends to dictate the darkness of the water color: the
deeper the water, the darker the texture. The plankton concentration
determines the amount of green in the water color: the more plankton,
the greener the water. The tropical waters are highlighted because
they tend to have a more vibrant color.

Shallow Ocean Water 1: 0-5m
Shallow Ocean Water 2: 6-15m
Shallow Ocean Water 3: 16-30m
Shallow Ocean Water 4: 31-50m
Medium Depth Ocean Water: 51-80m
Deep Ocean Water: >80m

Class 1 - Low Plankton Concentration
Class 2 - Medium Plankton Concentration
Class 3 - High Plankton Concentration

Base Tiles & Feature Tiles

Base Tiles are basically tiles that only contain the natural habitat
of the terrain e.g. snow, desert, tundra etc. Tileset makers should
create basesets per individual country that can be used for relative
theatres in that area of operations.

Base Sets should contain NO features, for example, roads, bases,
airbases... basically "nature as if untouched by man".

Feature Sets are overlaid on the basetile sets, so using Photopaint
ir Photoshop, they basically are drawn on a transparent background
layer, that you can overlay om whatever basetile set you want.

Tile reference breakdown (8-digits)

ZA02021p


The first 2 letters denotes the countrycode of the texture tile.

e.g. ZAxxxxxx South Africa
CHxxxxxx Switzerland

The next two numbers represent the terrain type: as listed below eg
01 for desert.

The next two numbers represent the terrain type that is being
transitioned to : as listed above eg 02 for desert, 03 for semi-
desert.

e.g ZA0202xx no transition
ZA0203xx transition from desert to semi-desert

The next alphanumeric (1-z) denotes the feature type (see list)

e.g ZA02021x desert, no transition, road

The final alphanumeric (1-z) denotes which direction the features or
terrain join up in.

as per list below.

e.g ZA02021p desert, no transition, road, SW to NW


SPECIAL SETS (exceptions to the rules)

In the quest for realism, we have created special sets - Special sets
are unique once off sets, and can grow to an potentilaly extensive
list.

Examples of Special sets are Cities, Towns, Airbases, military bases,
landmarks etc.

The idea is to create photographic tilesets for say Luanda in Angola,
or Ondangwa AFB, or the Caleque Dam. These sets will have to placed
manually offcourse, but are important to create the feeling of being
there.

Once again these sets are overlaid on basetile sets as with the
feature sets above. Special sets have a different naming convention,
based on international standards such as ICAO and IATA codes.

Example 1 : EGGD1c00 Bristol (UK) (ICAO Code + Feature Type +
Transition Type + Tile No)
: KBLV9d03 Scott AFB (ICAO Code + Feature Type + Transition Type +
Tile No)

LISTS will be posted tomorrow

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