Release Notes for the 1.0.157 build
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Where to put each of the files contained in the Armadillo_1_0_157.zip

Armadillo.exe - goes in the root directory of the \TrackEditor folder
EditLand.dat - goes in the TrackEditor\UI\ folder
End.trn - goes in the TrackEditor\DispMaps folder
Nat.trn - goes in the TrackEditor\DispMaps folder


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Armadillo now supports importing POV-Ray Targas. These images use
65,536 height steps which is a huge improvement over traditional Targa files
that only support 256 height steps. This will allow users to create very tall
terrains that still very smooth.

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A "POV-Ray" Targa file is generated using a utility called Leveller. You can use
Leveller to edit height-field displacements and then export your 257x257 terrain
by choosing File + Export + 24-bit Bitmap. The targa file it writes does not contain
traditional color data, instead it combines the 8-bit Red Channel with the
8-bit Green Channel to make at 16-bit (65536) height value.

Leveller can be purchased at www.DaylonGraphics.com. It costs about $50.00.

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A "probability map" is a normal Photoshop (NOT POV-Ray) 24-bit image that defines 
the probability of a tree showing up at a given location on the terrain. 
It does NOT guarantee a tree will go there, but it CAN prevent a tree from going there.

A "placement map" is an 8-bit (Indexed Color in Photoshop) Windows BMP file
that contains individual dots of specific palette index indicating you want
a tree of a specific type at an exact location. To make one of these in
photoshop, I always have to choose File + New and create a 24-bit RGB image,
the choose Image + Mode + Indexed color to change it to an 8-bit indexed
color style image BEFORE I start to paint dots where I want trees to go.

Here's how to make and use custom probability and placement maps for tree placement:
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To make a Nats probability map:
Create a 24-bit TGA at 1280x1280 resolution.
Pure white colors yield high probability of a tree going there. Black yields
zero probability a tree will go there. 128,128,128 grey = 50% probability and so on.
It works just like a displacement, only brightness equates to higher
probability of tree placement rather than terrain height.
Once you've painted your map, rotate it 90 counter clockwise. This is dumb.
There is a bug I can't fix tonight.
Save the 24-bit targa in the same folder as your armadillo project, named
the exact same as your base project name, with a "_prob" attached to the file.

For example:
You have a project named myfirst.prj
Name your probability map myfirst_prob.tga

Paint your prob maps BLACK everywhere you DO NOT want trees to show up ever,
such as on your track.
Also, paint your prob maps black everywhere you place 3D models and DO NOT
want trees to show up sticking through the object.

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To make a Nats placement bmp
Create a new 24-bit image in Photoshop at 1280x1280 resolution.
Immediately change it to 8-bit via the menu selection ... Image + Mode + Indexed Color.
Edit the palette of the image to the following:
Make palette index 0 = black
index 1 - index n different colors (i usually go red, green, blue, yellow, cyan, etc)
Each palette index maps directly to the vegetation list in the .est files.
If you look at one the .est files that ship with the editor you will see
"Vegetation_1" ... blah blah blah .... "Vegetation_2" .... blah blah blah...
These vegetation entries map to the palette indexes of your 8-bit image.
The colors you edit the palette in photoshop is strictly for your
convenience. The colors DO NOT MATTER ! The palette indexes DO MATTER.
In other words, if you look inside "DryDesert.est" you will see that
Vegetation_4 is DryTumbleweed #1.
So, everywhere you paint a pixel in your placement BMP using palette index 4
you will get a dry tumbleweed in the game.
For example, in the MCM2 track Apache junction, I lined the track with palm
trees in certain areas. If you look in Tropical.est you will see that palm
trees are Vegetation_1, Vegetation_2 and Vegetation_3. We have 3 palm trees.
So painted rows of palette index 1,2 & 3 in the placement bmp to make
perfect rows of palm trees.
Keep in mind that the palette index STARTS WITH ZERO, NOT ONE.
ALWAYS make palette index zero BLACK and use that as your background color.
I don't think you have to rotate the placement bmp the way you do the
placement TGA map.
Important note: You will not see the results of any placement BMP you use
until you load save and load your project AFTER creating the trees. For some
reason Mark's code only displays the placement bmp trees when loading them,
not when creating them. You will see the results of the probability map
immediately.

The placement BMP is very useful for landscaping and for doing things like
the small tumbleweeds in the middle of the track on Fredonia.

Enjoy !
-robb
