Difference between revisions of "Masks"
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| − | There are four different types of masks used in ETQW maps. | + | {{first etqwmap toc}} |
| + | There are four different types of masks used in ETQW maps; | ||
| + | |||
| + | * The deploy mask - Mask to used to specify where deployables may be deployed. | ||
| + | * The MCP deploy mask - Mask to used to specify where the MCP can be deployed. | ||
| + | * The MCP Route mask - Mask to used to specify where the MCP may be driven before it is deemed off course. | ||
| + | * The Playable area mask - Mask where the player may travel. | ||
| + | |||
| + | They are all 128x128 pixel images, usually saved in the masks/mapname folder. The example map has all white masks so you can deploy and drive the mcp anywhere. Obviously this isn't ideal for a final map, so the white areas are usually built up using the [[mask editor]]. | ||
| + | The paths to the masks are specified on the [[playzones|playzone]]. | ||
Latest revision as of 18:56, 22 November 2007
There are four different types of masks used in ETQW maps;
- The deploy mask - Mask to used to specify where deployables may be deployed.
- The MCP deploy mask - Mask to used to specify where the MCP can be deployed.
- The MCP Route mask - Mask to used to specify where the MCP may be driven before it is deemed off course.
- The Playable area mask - Mask where the player may travel.
They are all 128x128 pixel images, usually saved in the masks/mapname folder. The example map has all white masks so you can deploy and drive the mcp anywhere. Obviously this isn't ideal for a final map, so the white areas are usually built up using the mask editor. The paths to the masks are specified on the playzone.