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Dave S

Posts: 23
Filters: 1
Hi Gang,

Something I don't get about the mortar width input to the tile component. When you feed it a map, what is it about the map input that controls the mortar witdh. Brightness, Hue? I can't quite figure out how it calculates the width at any given point of the map input. (Was trying to figure out how the Swiss Cheese filter works.)

Thanks,

Dave.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Quote
Dave S
When you feed it a map


Sorry that I do not know what is a map (apart from the cartographical meaning), in filter forge I only know the map script.

I have seen the Swiss Cheese by Crapadilla and sorry that I still do not understand what you are asking, and I can´t help.

By the way, if this about creating a filter, it would be better that this thread was made in the "Creating filters" part and not in the "General Discusión"
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Something I don't get about the mortar width input to the tile component. When you feed it a map, what is it about the map input that controls the mortar witdh.


Brightness.

Quote
sorry that I still do not understand what you are asking, and I can´t help.


lol. That's adorable. smile:p
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Sorry that before I was confused and did not understand it but I think that now I know what you mean, and I already knew it, but as said was confused

A map in filter forge is the information given to a component through a graphic reresentation like for example what is shown in the Swiss Cheese filter where the tiles in the far left are the maps to create the circles in the other tiles

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Dave S

Posts: 23
Filters: 1
Thanks guys... Brightness. Ok that makes sense.
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