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Water heights and gouraud.dat

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harold

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Post 22 Jun 2009, 16:33

Water heights and gouraud.dat

I bet the data is in there
For the other types of tiles it would also be nice, but not critical (multiplying by signed steepness works fine)

Anyway, does anyone know more about this format?
At a glance I'd say it has something to do with 256-byte blocks but it just looks like a bunch of bytes to me..
I will keep trying to make sense of this, but if someone already knows something about it then I'm sure I can figure it out faster.
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Krom

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Post 22 Jun 2009, 21:38

Water heights?? I guess you talking about sand seen through water? It's calculated from water height, while water is always nearly flat.

Gouraud looks like lighting remap for palettes..
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harold

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Posts: 562

Joined: 19 Nov 2007, 23:00

Post 22 Jun 2009, 22:06

remap for palettes
Good that is exactly what I need :)
Thanks for confirming that.

I am indeed talking about the sand seen through the water, and sadly there is just no way to compute that other than using the original shading (which I bet is in gouraud.dat)

So... I will play with this some more, when I have time (have some deadlines coming up.. might take a while before I get this working)
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

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Location: Russia

Post 23 Jun 2009, 07:56

It's just a guess really, I did not looked deep into that DAT.. It's also named after shading model - http://en.wikipedia.org/wiki/Gouraud_shading

As for sand under water - I have an idea in neighbour topic :wink:
In short: Render sand instead of water and add flat water layer on top.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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