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incorrect #MosaicName: in mosaic master files

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incorrect #MosaicName: in mosaic master files

Postby Hypnotron » Mon May 08, 2006 7:17 am

In the various mosaic master files, the

#MosaicName: TX

is incorrect and appears to just be the same as the #MosaicType: line rather than assuming the base name of the mosaic set.

e.g. you save a TX mosaic as
"mosaic_TX_png.mmf" then in the file, the line should read

#MosaicName: mosaic_TX_png

same applies to all other types of mosaic master files (TN, AM,LM, HF, etc)

-Mike
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#HorizScale:

Postby Hypnotron » Mon May 08, 2006 7:24 am

Also, im just curious if #HorizScale: in these files is the same as pixel resolution? I mean im nearly certain it is, but isnt this both horizontal and vertical? #PixelResolution might be better?

-Mike

edit: a few lines down ido see #UnifiedScale: TRUE so presumably, if that was false, then the #VerticalScale field would be written? (something for future versions since there's only the one pixel resolution setting as far as i can see)
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Postby Aaron » Mon May 08, 2006 7:30 am

Hi Hypnotron,

Please refer to the mmf spec. The MosaicName is the name of the map used internally within L3DT, not the file name, so "TX" is correct.

Hypnotron wrote:Also, im just curious if #HorizScale: in these files is the same as pixel resolution?


HorizScale is the same as the pixel resolution.

Hypnotron wrote:"but isnt this both horizontal and vertical?"


No. There is no relationship between horizontal and vertical scaling.

Cheers,
Aaron.
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Re: #HorizScale:

Postby Aaron » Mon May 08, 2006 7:44 am

Hello,

Hypnotron wrote:a few lines down ido see #UnifiedScale: TRUE so presumably, if that was false, then the #VerticalScale field would be written?


No. If it's true, the min & max alt are written (#GlobalMinAlt, #GlobalMaxAlt). The ‘VertScale’ is never written in the MMF because, for the purposes of L3DT, it doesn’t need to be. In any case, you can always calculate the vert scale from the min & max alts, and the bit-depth.

Cheers,
Aaron.
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Postby Hypnotron » Mon May 08, 2006 7:59 am

oops :oops:

/me runs off to read the spec :D
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