First impressions on the fly.
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The MTM2 Overlap
Your description of bringing the opposite edges together describes a "tiling" texture. And, your explanation, by and large, is correct. However, when opposite edges are brought together in this way, where do you find the extra 2x2 pixels for the corners? In addition, the same method would not be the case, for instance, for a composite that makes up a curve. In that scenerio, two adjacent textures would swap adjacent edges.
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Single seamless textures
Aha. The 2x2 pixel area I was in doubt about is artificially filled using part of the overlap created by moving opposite edges together. Perhaps I'm being picky here, but in some cases I can imagine this being visible...but not nearly so much as unprepared textures.
A note. In order to make a seamless texture, the base graphic must already tile well prior to the overlap. I have a link for this someplace. Oh,
here it is . Gee, now I have to read this too.
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Source Images
lol, you anticipate me.
Nice set of links, thanks. Oops, here's
another but I'll bet you have a problem with it ;-)
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Color depth & resizing
Additional notes on "Load track palette" can be found here
http://mtm2.com/~forum/pages/Forum12/HTML/000005.html ----------
Track Palettes
Hmmm.
>>if you are using Traxx 1.2 (and who isn't?? ;-))
Right now I have three different versions on my menu.
>> PALandACT.zip
We recognize the metalcr2.act/pal, but what's ~traxx12.act/pal ?
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Loading Palettes
Given that there is a lot of info to consider, your departmentalized/categorized chapters do the job. My anticipation of your next topic or your foreshadowing of what is to come (two sides of the same coin) follow one another. A person will have to read everything on the page before the big picture will come into focus. Anyone who tries to assemble it from fragments only will defintely run into trouble...and there's nothing for it. No short cuts to a good job.
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Palettes for Models and MTM1
>>re: mtm1. Does this mean textures with their own unique palettes will use those palettes?
No, not likely. They don't in mtm2, why would they in mtm1.
>>here's a(n) experiment : edit a .LVL file and replace the "metalcr2.act" line with another, to define a different global palette...Will it work?
My guess : there is an excellent chance that it will. After all, if you can change sky palettes in mtm2, then there should be no reason why a track palette couldn't be altered in mtm1 as well. However, mtm1 models and trucks would then look funky since their palette has now been switched too.
>>which may indicate the track palette limitation is not absolute.
Yes and no. As mentioned elsewhere, in the absence of an appropriately named act file, the game seems to revert to metalcr2.act (in the same way binedit uses metalcr2.act as it's default). But, as you point out, traxx will generate act files for textures missing one of their own. I have not verified cross-version palette creation using traxx. In 1.4, the palettes are created with the same texture base name. So in 1.2 ? In either case, this does not contradict the track palette/metalcr2 palette theories so far. "All" textures (terrain and model) in a track use the track palette, unless they lack their own palette in the pod. It is worth noting that all track palettes share a set of colors fundamental to each other. The traxx created palettes are later used for custom palette creation in 1.4 so the color alteration of textures using no palette is minimal.
My aplogies for getting off the freeware path. And, I welcome corrections if I'm off base with anything.
Lastly, there are a number of game determined palettes (in the lvl file) that work independently of the track. These can be modified apart from the track.
a thread worth keeping track of ----------
Getting colors right
Good. Been there, done that. It's a lot of work but saves frustrations later.
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Palette Conversion
Explain file associations. I have never gotten Green Giant's Para palette converter to work. And, objectivity please. I spent a lot of time on
this and sure wouldn't want it ignored. But maybe I'm being biased myself. You'll notice that GGPPC is not included since it didn't work =(
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Slicing up textures
re: Green Giant's Axe
does the axe do the overlap or no?
>>MTM2 textures must be pre-processed in a photo-paint program before slicing, to add the two pixel borders necessary for seamless rendering in the game.
do tell, please.
Is it worth noting that 1.3 and beyond will do the overlap? Sort of.
But there are problems with overlapping composites too. See
ObeOne's dilemma and especially MIYH's (alternate) solution to it.
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Templates
Very good. I have a track waiting to try out one of your sample templates.
>>Does this give you any ideas??
Actually, I shelved that long ago. Should get back to it tho.
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Creating seamless texture groups
Very good. This is the part we've been waiting for.
Oops, on first read, there seems to be an elipsis or two. I'll check again later.
Nice time line.
Um, why wouldn't you set the grid to 60x60 instead of 15x15?
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Utility Plea.
Yes, great idea.
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First read, excellent. Please don't mind my redundant commentary.
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<FONT FACE="Arial" SIZE="3"><FONT COLOR="#2828E8">-</FONT><FONT COLOR="#3838E9">
</FONT><FONT COLOR="#4949EB">P</FONT><FONT COLOR="#5959ED">h</FONT><FONT COLOR="#6A6AEF">i</FONT><FONT COLOR="#7A7AF1">n</FONT><FONT COLOR="#8B8BF3">e</FONT><FONT COLOR="#9B9BF5">u</FONT><FONT COLOR="#ACACF7">s</FONT></FONT>[This message has been edited by Phineus (edited 04-10-2000).]