Thanks Balthasar. I am thinking of making new terrain with kind of new concept, but the files loook bit confusing. Some empty templates with explained terrain connections would be useful.
One way to learn is to make an old terrain with an old concept. If you're making terrain, there are a few files you need to know more than others:
1. Base Terrain, with names like "xdgp": all of the main terrain files begin with an "x" or "lx", the "l" denoting landmark terrain which I'll discuss momentarily. After the "x" the types of terrain in that file are listed in the order they appear, in this example, desert, grassland and plains. xpgc is plains, grassland and coast. xtgc is tundra, grassland, and coast.
2. Landmark terrain, the terrain files that begin with "lx", are usually identical to the "x" files, but can be modified to great effect. For terrain other than base terrain, the landmark terrain files begin with "LM". Take a look, for example, at the "lx" and "LM" files in the "Lost Worlds" map that I did (it's in my sig below). There, I used landmark terrain to build mars. You have to be careful modding landmark terrain, though, because Mountains, hills and forests often use landmark terrain as their "base" terrain. It's why some green is peeking out from under the volcanoes on mars, although I've recently learned a trick that I used in the Old West Map of using the mountains files to cover the underlying terrain with a wider base to cover up that green. It was the only way to get mountains to blend with deserts.
3. The water files are the 'OOO' (Ocean) 'SSS' (sea) and CSO (coast, sea and ocean) with both "w" (for
water I'm guessing) and "lw" (landmark) versions. On the Lost Worlds map, the Oceans are space, the Sea is actually underwater, and the Coast is everything else. The game seems to use regular and landmark terrain interchangeably, so it is true, for instance, that if you try to change any of the coastal tiles on the moon or mars on that map, you're likely to see a sea tile pop up out of nowhere, so it can get tricky. For the most part though, on most maps the big thing is deciding just what you want your oceans to look like. In the "Escape from Zombie Island" mod, for instance, all of the water is dark green.
4. The grasslands forests and plains forests files include jungles, fir trees, and tundra trees and their LM equivalents. You can have a lot of fun with these, but pay attention to the amount of space the trees occupy in each square. If you put too many trees into a space meant for just a few, they'll spill out over your coasts, for example. I changed the tundra forests into mountains for the moon in the "Lost Worlds" map, and pine forests into bamboo on my 'South Asia terrain". You can also affect the seasons with these trees; for example, my 'MidAtlantic Forests' are early fall, and my 'New York Autumn' set are late fall. I hope to do a winter and spring set one day...
5. The next set of files on the stack (did I tell you? These terrain files are in layers on the map, in roughly the order I'm describing them, which is why roads cover forests and rivers cover roads, but we'll get to that)... ahem..the next set of files are the Mountains, hills and Volcanoes. My favorites are Womoks mountains, but there are lots to choose from. You can also use these files to do some of what you're describing, combining smaller files to make larger ones. There's a tutorial called "Crater theory for modders" >
here< that describes how you can manipulate these files to make larger objects, for instance, Pounder's Mount Fuji >see
here< . In fact I used this very reference when making the Grand Canyon on my Old West Map.
6. Finally come the Overlays: the resources, goody huts, rivers, craters etc. (see the editor for a full list). These all sit on top, and I think there's a heirarchy where some sit on top of others, but I haven't figured that out yet. The floodplains file goes under the river when it crosses desert; I think Pounder was the first to use it to build up riverbanks and Goldfool turned that into canyon riverbanks, which I used in the Old West Map. The roads and railroads files are the most labor-intensive files, I think, in the game other than animations, as each contains hundreds of little road or railroad drawings that all have to link up. If you look really closely, you'll see that most modded roads have little breaks in them where the modder couldn't match up two sections of road, or (in my case) can't even tell which section of road doesn't match. It's a byotch. The railroads file has one extra line on it, so I use the railroads file as a template for both. See my Straightened roads for a variation on this, and my Victorian Rails & Roads for an example of how shadows can make a difference.
The resources sit on top of everything except for cities and units, and can be used for a lot of things. Keep in mind though, that each resource image is a maximum of only 50 x 50 pixels big, and sits directly in the middle of the square it's on, so you won't 'cover' anything with a resource file. But there are some very creative ways to use these files, for instance to add
fish to the sea: or to, as Civinator does, add variety to pre-placed cities. See >
here< .
As for how the files "fit" with one another, a great learning experience for me was making the Chessboard. Check those files out to see what the grassland and Plains files look like squared, and notice that the board border has it's own limitations... There is a template with all the base terrain shown as colored squares, but I remember it being wrong...
I haven't mentioned the TNT file, but there is a tutorial for that >
here<. In fact, I'd recommend a good browse through the tutorials for more information on all of this.
Sorry to be so wordy, but I haven't written that all out before, and I wanted to see if I could.
Bal