zztong
Hunter
That scheme you are suggesting here is identical to storing color as a separate number. It needs free bits in the block definition, i.e. the problem I was talking about previously.
I think he was riffing on a question I asked. I was asking if a 2nd texture atlas was possible?
If so, you'd need a way to associate a POI with it's atlas and that could be done in XML, even if wasteful because it would be only a few bytes per POI. In this example, it is smaller than the number of unused XML tags that are still being carried around by POIs.
<atlas>2</atlas>
Then, the Prefab Editor knows which textures are to use for that POI.
We'd need a way for the Game to know which textures to display. And I was asking that since F11 seems to know which POI the player is standing on, would the same logic allow the Game to get a reference to the POI and find the associated atlas code?
If that were possible, then it boils down to is that process fast enough to not mess up play.
There are a number of trip-up points in there and I'm sure the Devs have looked at this kind of approach. It is similar to memory paging.
If it worked, POI designers would have to pick an atlas (~palette) to use with a POI and you'd only get the textures on that atlas to use, so there would likely be a high number of duplicate textures.
Update: Indeed, I worry that even if the technicalities were adequately addressed, this approach would be of limited appeal. Perhaps if you wanted all POIs in the Industrial district of a city to use an "industrial" palette, so you end up with the "residential" version of "yellow concrete" versus the "industrial" version of "yellow concrete", versus etc. While it adds new appearances on a large scale, it doesn't add new functionality to the available textures. You might find a few of the textures can become something different... like an industrial palette might not need the "log cabin" texture, making room for one new texture but only if you're on an industrial Tile.
So, while this might be technically feasible, it creates all sorts of POI and Tile design complications. I'd skip doing it.
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