For those who wish to customize their own schemes it is important to know the meaning of the parameters used by the forms (artificial surfaces). I leave here some comments.
<Shape name> = <texture_id>, <R>,<G>,<B>, <shade profile>
Parameter meanings:
Shape name: used as defined in the database on the map. The "Unknown_Object" option is used for lost/undefined forms. Here, "shapes" are polygonal regions present on the map screen. For example, the runway of an airport, the land indicating a hospital, etc.
texture_id: texture identifier. It is obsolete; the value -1 is used or the original value is maintained. If texture_id = -1, then it is the RGB color that will be applied. The texture codes are just below.
<R>,<G>,<B> = color code in RGB standard.
shade profile: describes how the polygon will be shaded based on terrain. The values are:
0 => default value. The polygon is filled with the defined RGB color, but is merged with the shading calculated from the terrain (that is, the day/nightheightcolormap.bmp file is also used).
1 => The defined RGB color is ignored, the area of the polygon will be filled with the colors defined by elevation (day/nightheightcolormap.bmp) and shaded by elevation as well (use of the day/nightheightcolormap.bmp file from the DEM file). That is, with the value 1 the colors present in the day/nightheightcolormap.bmp file will be used.
2 => no shading. The pixels in the polygon will always be those defined by the RGB color. With this value the DEM files and day/nightheightcolormap.bmp are ignored.
Note: the values for the texture identifier (texture_id) are:
0 = constructions
1 = wooded areas in cities
2 = industrial areas, airport runways, railways
3 = forests
4 = parks
5 = cemeteries
6 = waters
7 = railway areas
8 = urban areas
9 = ground/soil
Exemple: texture1.bmp or texture2.bmp (folder gfx/day). The textures were only used in iGO8.
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