Closed ThatHackerDudeFromCyberspace closed 2 years ago
But anyway, while working on that, I realised that the switchrenderer.cpp references the texture at terrain_atlas[10][15] I was basically just wondering what this texture is and why it is used, thanks.
The terrainInit
function copies the switch (from [0][6]
) to that tile and applies a red tint to indicate the power state.
Also, just wondering, other than modifying the terrain.cpp file, would anything else need to be changed to support terrain.pngs with a larger size (in terms of rows and columns)?
Other than terrain_atlas
itself and the various references to the count of tiles (mostly limited to terrain.cpp
) it should work fine.
and also, does Crafti natively support terrain.pngs with textures which aren't 32x32 resolution?
Yes. You can already load terrain.png
files as crafti.ppm.tns
with any (square) resolution. The performance decreases though.
Ok, that makes sense, thanks!
I'm working on adding additional blocks and in order to do this I had to modify the terrain.png, in the long term it will no longer be 16x16 and follow something more like TU69's terrain.png, but with a modified layout to be more consistent with the existing terrain.png
But anyway, while working on that, I realised that the
switchrenderer.cpp
references the texture at terrain_atlas[10][15] I was basically just wondering what this texture is and why it is used, thanks.Also, just wondering, other than modifying the
terrain.cpp
file, would anything else need to be changed to support terrain.pngs with a larger size (in terms of rows and columns)?and also, does Crafti natively support terrain.pngs with textures which aren't 32x32 resolution?
Thank you in advance