Difference between revisions of "Generate High resolution LOD textures"

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imported>Blade9722
imported>Blade9722
Line 61: Line 61:
= Assemble maps =
= Assemble maps =


At this point you can follow Ghanburighan procedure described [[LOD_texture_fix_script]]
At this point you can follow Ghanburighan procedure [[LOD_texture_fix_script]], starting from point 4), using this python script instead:
 
<pre>
import os, Image, ImageOps
 
WRKDIR = 'c:/obwrk'
 
BLX = raw_input('Enter this quads lower left cell x coordinate ')
BLY = raw_input('Enter this quads lower left cell y coordinate ')
 
 
BLX = int(BLX)
BLY = int(BLY)
TRX = BLX+32
TRY = BLY+32
 
BL = (BLX,BLY) 
TR = (TRX,TRY) 
TILESIZE = 241
 
 
os.chdir(WRKDIR)
 
outim = Image.new('RGB', (7712, 7712))
xoffset = -234
yoffset = 7464
xrange = range(BL[0]-1,TR[0], 1) 
yrange = range(TR[1], BL[1]-1, -1)
yrange.reverse()
for x in xrange:
    for y in yrange:
        print "tamriel.%02d.%02d.tga (%d,%d)" % ( x, y, xoffset, yoffset)
        inim = Image.open("tamriel.%02d.%02d.tga" % (x,y))
        outim.paste(inim, (xoffset, yoffset))
        yoffset -= TILESIZE
    xoffset += TILESIZE
    yoffset = 7464
outim = ImageOps.flip(outim)
outim.save("60.%02d.%02d.32.png" % (BLX, BLY))
</pre>
 
 
 
= Miscellaneous =
= Miscellaneous =


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