====== New map layer ====== Each map project in L3DT usually has a number of map layers, such as the design map, heightfield, water map, etc. With custom [[l3dt:userguide:scripts|scripts]] or [[:zeolite|plugins]], you may also wish to add custom map layers (e.g., as a mask for a plugin calculation). The '//Layers->New map layer//' menu option allows you to do just this. The control window is shown below: {{ :l3dt:userguide:dialogs:newmaplayer.png |:l3dt:userguide:dialogs:newmaplayer.png}} ===== Map name ===== L3DT stores and accesses maps based on a name, which you may set in the 'map name' text field. This name must have a non-zero length, and cannot match the name of an existing map layer. You may use spaces in the name, but you may not use the following characters: * ' (apostrophe) * " (quotation mark) * . (period) * < * > The following map names are reserved by L3DT, and may not be used: * DM * HF * WM * AuxWM * WS * AM * TN * LM * SH * TX * Design map * Heightfield * Water map * Auxiliary water map * Salinity map * Attributes map * Terrain normals * Light map * Shadow map * Texture map ===== Map type ===== At present, L3DT allows the following custom map layers: ^ BYTE | A simple 8-bit map. Typically used for masks. | ^ WORD | A 16-bit map. May be used for two-component masks, or for representing heightfields as short integers. | ^ RGB | A 24-bit colour map. Typically used for textures images, or for three-component mask maps (e.g. alpha maps). | ^ RGBA | A 32-bit colour map. Typically used for four-component mask maps (e.g. alpha maps). | ^ DWORD | A 32-bit map. Typically used for long index maps. | ^ float | A 32-bit floating-point map. Typically used for heightfields or for high-precision masks. | ===== Map size ===== Using the //map size// text fields, you may enter the desired number of pixels in the map. The constrains on maximum map sizes are as follows: ^ L3DT Standard | 2,049x2,049 pixels. | ^ L3DT Professional | 8,193x8,193 pixels (non-mosaic), or 2,097,152x2,097,152 (mosaic). | There are no constraints on aspect ratios. ===== Mosaic options ===== ==== Split map into tiles ==== This check box determines whether the map will be tiled as a [[l3dt:algorithms:mosaics|mosaic map]], or will be stored as a single file. This option also determines the maximum allowable size of the map (see above), as tiling enables memory caching. ==== Tile size ==== The size-length, in pixels, of each individual tile in the mosaic map. 512 is default. Larger values may increase calculation speed, but also increase RAM usage. ==== File format ==== Mosaic maps are automatically saved/loaded from disk. Before this can happen, you must select the file format to be used from the //file format// drop-list. The list of file formats is determined by the chosen map type, and the file format plugins that are installed. ===== Other settings ===== You may be wondering why you cannot in this window set the horizontal scale, wrap flag, or other map settings that are available in the algorithm wizards (e.g. [[l3dt:userguide:wizards:hfsize|heightfield size]], [[l3dt:userguide:wizards:fractal|fractal parameters]], etc.) The reason is that these settings are inherited from the project: * The horizontal scale of every map in the project is automatically calculated from the size and horizontal scale of the heightfield, such that the extents of all maps are equal. //All maps in a project cover the same area.// * If the heightfield has wrapping enabled, so to do all maps in the project. Thus, you cannot independently set the horizontal scale of a map layer, or have a wrap flag for a map layer that is different from the rest of the maps in the project.