Update on placement and progress with IFF Pencil 2.

Hello again 🙂 In the comments at my previous post Gerald had found the list of placement flags. I once made a short note of some of these flags but never wrote down where I got it from… now I know! When you open Behavior.iff and read STR# resource #202, there’s a list of flags. The list is zero-based (in the file, not below!) but you should add one to it.

  1. on floor
  2. on terrain
  3. on water
  4. on surface
  5. on door
  6. on window
  7. on locked tile
  8. unused
  9. on slope
  10. in air
  11. in wall
  12. allow on pool
  13. require pool

OK so these are the flags and their meaning. As for IFF Pencil 2, I’ve finished the decoders and encoders for the SPR# and SPR2 resources. I’ve also finished the UI and all that for the DGRP resources (Drawgroup resources). Currently I’m working on the UI of the SPR# resource and after that I’ll do the SPR2 resource. The SPR# resource will be exported into two files, the pixel data (colors) and a monochrome transparency mask. The SPR2 resource will be exported into three files, the pixel data (colors), the Z-buffer (depth) and the Alpha channel (“impact” of a color). The Alpha channel will also serve as transparency mask, as the value 0 (palette 0, which is black in the export file) represents “no impact”, or that the original pixel color will remain there. The value 255 means that the original pixel color will be replaced. What this means: the value 150 (or anything between 0 and 255) means that the original color (background) and the new color (foreground) will be mixed, resulting in a semi-transparent object. Now the program uses it as a transparency mask by defining all pixels with Alpha value “0” as transparent and the rest as existing. Of course the grey things will be semi-transparent in the game but for the transparency mask it doesn’t matter if it’s semi-transparent or solid.

Hope this short explanation doesn’t raise too many question marks… Greets, Tom.