Path: chuka.playstation.co.uk!news From: Philip Gooch Newsgroups: scee.yaroze.programming.2d_graphics Subject: 2 quick questions: CLUTS and 512 * 256 res Date: Fri, 17 Jul 1998 13:04:13 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: <35AF3DBC.FA6C9D48@easynet.co.uk> NNTP-Posting-Host: 193.131.140.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Hello again Could I ask a couple of quick questions: 1) Can a texture page have more than one CLUT? E.g. can I put multiple TIM images, each with different CLUTS, into the same texture page area (using TimTool). This is for a tile-based game I'm working on, where 4 bit is adequate so long as I group my tiles into a number of separate TIMs with their own CLUT (e.g. one TIM for grass-type stuff, one for rocky stuff, one for roads etc. However, it would be handy to keep all these TIMs within one texture page so that I don't need to keep relinking the sprite to a different texture page depending on what tile is being displayed. 2) Using 512 * 256 res. I like this because it allows me to display more tiles without having to use proper high-res mode. This causes problems for displaying images created on a 640 * 480, or any 4:3, monitor resolution. As the aspect ratio is different (2:1 as opposed to 4:3), my 32*32 tiles look stretched vertically. Is there a way round this, or will I have to redesign my tiles to compensate? Cheers Phil