fuzzie Posted June 28, 2009 Share Posted June 28, 2009 AR1300's heightmap is an 8-bit paletted file, with indexes like 112, 117, 118, 125, 135, 137 and 247. How is this supposed to work? I had a bit of a poke around (by teleporting) in the original engine and it seems that it *seems* like the values are like the standard 0-15 indexes. One other possibility is that it's done on the basis of the palette colours rather than the palette indexes. But now the power supply in my only x86 machine seems to have decided to sulk, and no-one on the GemRB team seems to be able to work it out, so I'm wondering if anyone here has done any experimenting? Link to comment
Avenger Posted June 29, 2009 Share Posted June 29, 2009 More info: From the palette coloring it seems they use the indices:0-0xf, 0x70-0x8f,0xf0-0xff Though the actual palette uses roughly half of these values. Link to comment
Taimon Posted July 11, 2009 Share Posted July 11, 2009 I don't think the 8-bit heightmaps have any relevance in BG2. The value get's subtracted from 8 and is then adjusted to fit in the [-7;7] range. Link to comment
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