Posted: Wed Jun 28, 2017 7:48 pm Post subject:
How does FinalSun handle BMP s?
Hello forum first postn here-as the subject of this post reads, i seek detailed information on how FinalSun(version i run is the single-player Tiberian Sun w/ Firestorm that can be downloaded at CNCNZ). I believe the game and Finalsun are patched up since they came together in the same archive. Anyhoo, what id like to know, if anyone would,how FinalSun renders the BMP to output. I have found by lurking many 'boards that FinalSun and Tiberian Sun ( i dont mess much with Firestorm) takes up to 127x127 sized bitmaps. Color scheme though(?) What colors render to which landscape or similar tile, and/or which colors may screw up the input to FinalSun so as to avoid them? In a slight aside, i grabbed a BMP offa Google Earth with a screen-capture tool i got that renders BMP to 16-bit(again i read is the preferred bit-depth). It was a rough and hilly area mostly greys and tans. The only thing that showed up on my output was a flat tan (I believe clear tile)expanse with some scatterd zones of dune tiles, which seem to correspond to the whites in my input.
So, is there a "palette" FinalSun uses for BMP-input images? Inquiring minds want to know.
If anyone would be as good as to enlighten me as to any of this i would be grateful.
I have been lurking this and other sites and 'boards for weeks and that is the sum of my findings using that information the manuals and all the relevant tutorials i could find. This site appears to be best-equipped for folk like me who arent power-users coders or accomplished graphic artists. I am armchair-level at best at any of those, and therefore know my limitations and huge gaps in my knowledge and skillset, largely"street"-derived as a semiskilled enduser. So i asks,precious.
Virtually importing from a BMP file is useless. Even if you take a screenshot
of an existing map, it would create a plain blank map with sparsely spread
water (mostly with faulty shores), sand and grass. QUICK_EDIT
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