Actually, both games use the same format (JPG). the thing with splats, is that you don't "see" the terrain in the JPGs, you see representations of where you want the terrain, in either red, green or blue; each one of these colors is a 'channel'. each terrain texture you want to use should be tileable and loaded into the same folder as all the other Lstudio files.OK, I’m not really into math, so if the TC2M maps are 2.0 miles, and the new maps are 2.48 miles, does that mean that the new maps will be roughly a mile larger than the current maps?
Basically, and I understand that the games are using two different formats, such as jpg vs spats , but if you took the new game and laid it onto a jpg file, would the new game extend roughly a half mile vertical, and horizontal over the current maps?
Thanks!
davinci
Lstudio 6 assigns as many of these texture channels as you want to add; we use 4 JPGs to handle 12 different channels, not certain whether we can add more or not (12 different textures is enough IMO!) so then according to how you arrange each texture, Lstudio takes each one of your RGB JPGs, loads each texture into the proper RGB channel, and displays it onto the terrain.
you can imagine having Photoshop for this really makes it easy, as all i do is create folders for each JPG, then load an R, G and B layer in each folder, representing each terrain type. i can have all the terrain types in one large map file.
and if TC2M's maps represented 2 miles on a side of a map, then yes, these maps are a half-mile larger each side. it's been a fine line to take into account troop size, ratio and spacing, and integrate it with the terrain and make everything look as proportional as we possibly can. i think we get pretty close.
hope this answers your initial questions Davinci, i hope i see you modding some splats before long! if you haven't made your way over to some of the nicer texture sites out there, might i recommend [cg textures]. work on some tileable textures and start building a library, it'll come in handy!