

But memory load would not increase, as if you display Mud you don't display standard images, and images are rotated out of memory when not used (except for some ATI cards which crash after a while
).
Automatic processing of those bitmaps sounds a bit like you are thinking of just changing some of the colors (e.g., replacing green by brown or such). If so, I guess that this could also be also done online, i.e., during the game: if there is muddy weather in a region, some colors are just replaced in copy the bitmap that is loaded into the RAM. Would such a process add significantly to the work load?pakfront wrote:I was thinking of releasing a self contained Processing script that would generate mud versions of existing regions. So download size would be negligible, the user would just have to let the process run for a few minutes on their system.
Of course they'd have to rerun it after each patch that added or altered the Regions bitmaps and that could get confusing...

pakfront wrote:I should have mentioned that in my test scripts altering the current bitmaps it has actually worked just fine. I read in the .rgn files and use the data in there to make sure the new bitmaps are the right size and have the correct magenta matting. I have successfully loaded them into AACW and they display correctly, no missing puzzle pieces or other oddities.

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