Celebes release
Small update: here's the Celebes release. Not much has changed:
Warning: technical stuff ahead
I've also found the reason for the lightmap 3 artifacts that Kaigon reported. It has to do with the current shrinking algorithm. As you may or may not know, each block in the map is encoded as a tree structure. To combine 4 blocks into one (=shrinking), I create a larger tree by having a root node with the 4 blocks as it's children. This gives one tree, but it's deeper than allowed so I do some clipping in the leaves of the tree to make it a EU2-legal structure again, which is then encoded using the regular process. The advantage of this method is that it's fast and mostly correct, except for one thing: there can be an abrupt change in lightness value in part of a block, and more specifically: between two blocks. Ingame, this is rendered as the gradient Kaigon showed.
The only solution is to do a better (but slower) shrinking algorithm, that complete "draws" each block (instead of just uncompressing the tree structure), shrinks the resulting image and encodes it again. As said, this is slower, but also not trivial to code.
With my other projects (Versailles - Magellan for Victoria and EU3) I don't feel like putting a lot of time in it; perhaps if enough people complain, who knows...
Otherwise, keep the bugreports coming!
Small update: here's the Celebes release. Not much has changed:
Small update with a few fixes:
* reverted back to old boundbox handling. It's probably not completely correct, but better than the last release.
* mview: added the block visualiser code
* mview: fixed bugs with different map sizes
* mview: allow changing of zoomlevel if eu2map file contains the proper lightmaps (experimental, probably still a bit buggy)
* mview: disabled certain controls on lightmaps other than zoom 1
* reverted back to old boundbox handling. It's probably not completely correct, but better than the last release.
* mview: added the block visualiser code
* mview: fixed bugs with different map sizes
* mview: allow changing of zoomlevel if eu2map file contains the proper lightmaps (experimental, probably still a bit buggy)
* mview: disabled certain controls on lightmaps other than zoom 1
Warning: technical stuff ahead
I've also found the reason for the lightmap 3 artifacts that Kaigon reported. It has to do with the current shrinking algorithm. As you may or may not know, each block in the map is encoded as a tree structure. To combine 4 blocks into one (=shrinking), I create a larger tree by having a root node with the 4 blocks as it's children. This gives one tree, but it's deeper than allowed so I do some clipping in the leaves of the tree to make it a EU2-legal structure again, which is then encoded using the regular process. The advantage of this method is that it's fast and mostly correct, except for one thing: there can be an abrupt change in lightness value in part of a block, and more specifically: between two blocks. Ingame, this is rendered as the gradient Kaigon showed.
The only solution is to do a better (but slower) shrinking algorithm, that complete "draws" each block (instead of just uncompressing the tree structure), shrinks the resulting image and encodes it again. As said, this is slower, but also not trivial to code.
With my other projects (Versailles - Magellan for Victoria and EU3) I don't feel like putting a lot of time in it; perhaps if enough people complain, who knows...
Otherwise, keep the bugreports coming!
Last edited by a moderator: