Hydromancerx
C2C Modder
Ah ok. That makes more sense now.
http://wiki.openttd.org/Heightmap
stumbled onto this, wish we had terrain heights like in smacx that'd be awesome.
That part is too hard coded in the exe to do much about it.Naw... the height map itself adjusts the 0 on the Z value the units are recognizing, thus its the units flow over the height map at exactly the same height relative to the map's level. Changing the Z on the unit itself will cause it to levitate over the height map relative to the height map. You can see how this is working when you watch units cross mountains and hills, particularly easier to notice when you watch a flier like a gunship do so.
One overall heightmap? hmm... I wonder if we could somehow twist things to recognize THAT heightmap rather than the tiles themselves.
That part is too hard coded in the exe to do much about it.
@Primem0ver:
I thought we had said that there wouldn't be a need to add more terrains. I was under the impression that this would merely be a new method of map generation using existing C2C terrains, features, and resources. I think that you should detail exactly you want to add in terms of terrain and features, because that can probably be done without any new terrains or features (or terrains that are actually features, like you have SAVANNA).
I think that going through another set of new terrain and the issues that brings right now is a bad idea, and would distract from more pressing concerns. Especially considering the issues being brought up about us not having central focus, I think that adding a new set of terrains should not be done.
I think that going through another set of new terrain and the issues that brings right now is a bad idea, and would distract from more pressing concerns. Especially considering the issues being brought up about us not having central focus, I think that adding a new set of terrains should not be done.
Why is it that any time someone wants to contribute something to our mod that adds an extra layer of detail and realism that you want to step up to say something against it? What I LOVE about this mod is how deeply intricate, complex, and specific it is....
Saying this is a bad idea is not just looking a gift horse in the mouth...
@primem0ver
1. Will any of your new terrains involve terrain damage like the 3 polar and 3 arid terrains currently do?
2. What will be the names of all the terrains?
1. I am not familiar with the Terrain damage concept. Please fill me in.
2. The names are pretty arbitrary and can be changed. I am currently using names that are meaningful to me. But a simple "Replace All" can change that in an instant. So the names are subject to change. I don't mind renaming them to some of your suggestions when I am through with everything else.
Also: I haven't actually modified the terrain file yet. I will do that after I get the new files done. Then I will start on the actual engine.
As it is, C2C has a little issue with this from dunes and desert being visually distinctive but functionally almost the same, although they are a little different: all of the features and bonuses that can appear on dunes can also appear on desert, but not the other way around - only 6 bonuses can be on dunes, but 37 can be on desert; desert give a defensive penalty but dunes does not; dunes require +50% work to build things and desert only +25%, and such. But then you have to consider salt flats are in the same general category of "terrain with no yields" and ice terrain is in that category too. Barren and Permafrost too. Well, now we are up to 6 of these yieldless terrains. 6 out of 20 (not considering terrains for the moon and such, or hills and peaks which are not really terrain types), another 6 of which are water making it 6 out of 14 land terrains that have no yield. It seems like this might be excessive... Similar groups of very similar terrains might exist in your scheme.