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       <dc:date>2026-06-29T16:26:47+00:00</dc:date>
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        <dc:date>2017-08-31T05:25:50+00:00</dc:date>
        <title>tutorials:ta_spring:aaron</title>
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        <description>Author  Aaron   Created  29th of July 2007   Modified  7th of September 2008 
Prelude


In this tutorial I will talk you through the process of making a complete map for Spring in L3DT, using the new L3DTio_Spring plugin. To follow this tutorial, the only software you require is L3DT Professional v2.6 beta 2 or later (released 30th of Aug 2008), and 7-zip. If you don't have a L3DT Professional license (available here), you can request a free trial by following the registration instructions.</description>
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        <dc:date>2017-08-31T06:42:07+00:00</dc:date>
        <title>tutorials:ta_spring:argh</title>
        <link>http://bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:argh&amp;rev=1504161727&amp;do=diff</link>
        <description>Author  Argh   Date  11 June 2009 

Check this out... I figured out a fast way to do bloom-like map highlights- feature highlight lighting that actually reaches true whitepoints with OpenGL lighting.

It's really easy, too.


	*  Make yer heightmap (duh).
	*  Make yer texturemap via L3DT / WorldMachine. Do not render any lighting at this time.
	*  Take yer heightmap into L3DT Pro, render a lightmap at 8X.
	*  Export said lightmap as a JPG to Photoshop.
	*  Shrink the lightmap the few pixels it t…</description>
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        <description>tutorials:ta_spring:dead_rabit</description>
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        <description>Before we go ahead to make the texture, we've got to deal with L3DT's climate system.  


You now need to re-open L3DT an import the heightmap again (using the 'File-&gt;Import-&gt;Heightfield'). You will have to set all the height settings and horizontal scaling again, since these aren't saved in bitmaps. I suggest that at first you import with the settings you plan to use in the compiler.</description>
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        <dc:date>2017-08-31T04:36:30+00:00</dc:date>
        <title>tutorials:ta_spring:dead_rabit</title>
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        <description>By Dead.Rabit 





ok to get started, this is the reference page for this tutorial but to make a map in TA Spring you need 4 layers of a map

dimensions. as you may know the TAS client has a way of measuring dimensions
less then 10×10 is a tiny map
16×16 - an average sized map suitable for 2v2 - 3v3's
greater then 28×28 is a large map</description>
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        <dc:date>2017-08-31T06:15:20+00:00</dc:date>
        <title>tutorials:ta_spring:features</title>
        <link>http://bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:features&amp;rev=1504160120&amp;do=diff</link>
        <description>A serious pain, but once it's done... Wow!

Open photoshop/gimp, make an image that is your texture map size / 8 which in my case is 1024×1024.

Grass, trees and geothermal vents


Time for technical details. To put grass on your feature map you use the blue colors, ranging from 0 to 255. The higher the amount, the more grass you have on that particular area. Simple enough.</description>
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        <dc:date>2017-08-31T04:39:50+00:00</dc:date>
        <title>tutorials:ta_spring:forboding</title>
        <link>http://bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:forboding&amp;rev=1504154390&amp;do=diff</link>
        <description>This tutorial was originally posted on the TA Spring forums by Forboding Angel, and applies to L3DT v2.3d. 


	*  Before we start...
		*  Software you'll need
		*  Terminology
		*  Map size issues

	*  Making the heightmap
	*  Climates and terrain types
	*  Making the texture
		*  Post-processing the texture
		*  Placing metal patches</description>
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        <dc:date>2017-08-31T04:59:40+00:00</dc:date>
        <title>tutorials:ta_spring:heightmap</title>
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        <description>Recommended program for drawing heightmaps (A.K.A. 'heightfields') are Photoshop or The GIMP. 

Ok for you nubs out there :-P... A heightmap is a greyscale image that tells Spring how your map is elevated, meaning, if the color on a particular heightmap is white that is at the Maximum height, whereas if the color is black, that is the lowest point.</description>
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        <dc:date>2017-08-31T06:18:01+00:00</dc:date>
        <title>tutorials:ta_spring:metal</title>
        <link>http://bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:metal&amp;rev=1504160281&amp;do=diff</link>
        <description>The metal map can be one of the deciding factors of whether your map is “teh pwnz0rz” or “teh sux0rz”. There are two methods that I use for making the metal map; one is very easy but offers little control over metal amounts, whereas the other is more time consuming but extremely easy to control.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2017-08-31T06:26:24+00:00</dc:date>
        <title>tutorials:ta_spring:prelude</title>
        <link>http://bundysoft.com/wiki/doku.php?id=tutorials:ta_spring:prelude&amp;rev=1504160784&amp;do=diff</link>
        <description>Software you'll need

	*  TA Spring
	*  L3DT Professional
	*  Photoshop (commercial), the GIMP (free) or Paint.NET (free)
	*  Irfanview (optional)
	*  Mapconv

Terminology


In Spring parlance, the texture map is also referred to as the terrain map, whereas in L3DT the term 'terrain' always refers the heightmap itself. Wherever possible, this tutorial avoid using the term 'terrain', which is ambiguous, and instead use the terms 'heightmap' and 'texture', which are unambiguous.</description>
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        <dc:date>2017-08-31T05:46:39+00:00</dc:date>
        <title>tutorials:ta_spring:texture</title>
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        <description>Now you get to do the fun part; making the texture. Click on operations and generate the texture map. When the box comes up, uncheck “Use light map” and check the box that says “Make high resolution texture” then hit OK. 


	&quot; Note that 'Make high resolution texture' doesn't do anything by itself. You have to specify a TX/HF ratio, which is how much higher-res the texture will be. This may be the point where you put in 8, so that you get a texture-map that is 8x larger than the heightfield, as r…</description>
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