terrain question

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ok, I have edited my swamp pcx to be doors (inside a house)
I know the issue of "3-d" in the game and the units will walk over the door frame, its just for visuals

my question is how do I set the PCX so that some doors are vertical, and others are horizontal (n/s walls vs e/w walls)

I think this may be doable with hills, but Im using them for furnature...

Preview included...
 
No this was for the Easter egg hunt, but I dont think he is working on it (I mean really, its not exactly a in demand Mod), Im makeing these for 2 reasons...

1 practice

2 an undisclosed Mod idea (its kinda controversial, and not much like any Mod Ive seen...PM me for details, but dont get offended when I tell you the concept)
:blush: :crazyeye:

oh and walls are a combo of LM Hills and LM mountains...but you can walk through them, so Im thinking, can you use a "blank" set of flics?...no unit animation, just the blank animation files...it should be a unit with no graphiic right?...if so then Im just gonna use the idea everyone else has...preplace invisible or "wall" type units on the wall with 100+defence, and "invisible" flag checked
 
The the marsh tiles are split into large and small, the large get placed in the center of a large marshy area and the small get placed around the outside of the large marshy area.

There is some randomness to both the large and small tiles being placed.

Maybe a difficult task. We have the same problem with the LM Sea tiles being placed randomly. You are almost forced to make all the tiles the same or similar.

Maybe you take advantage somehow of the fact that there are large and small tiles.
 
well since none of the "doors" arent next to any other doors, large vs small wont help, and they are totally random. I made half e-w and hald n-s and with trial and error, lined em up for my walls...when I loaded the biq, some had randomly changed...I am not sure there is a doorway solution

@Pounder...thanx, that answers that question...and No, I dont think it can be done
 
weasel, the resource works...I made 2 "door e-w" and "door n-s" preplace and they look as good as I can expect...the only issue is now they dont appear under terrain in the pedia

thanx to pounder and weasel...I now have a viable solution with resources
 
hey...theres an idea...swamps for n-s and bonus g/l for e-w...Hmmm...would I have to edit the whole square or just the "bonus" stone thing?...my grassland is carpet but I didnt edit the tnt at all...so Id need to put the carpet under the door right?...with the swamps, it overlays on its own....but b-g/l is all one pic not two right?
 
The tnt.pcx file works two different ways:

First, if you have your preferences set to not "Show Food and Shields on Map", then it will display using the 3rd row from the bottom as the bonus grassland.

Second, if you have your preferences set to do "Show Food and Shields on Map", then the tnt file is used as follows:

first row will show on all regular grassland tiles
second row will show on all bonus grassland tiles
third row will show on all plains tiles
forth row will show on all desert tiles
fifth row will show on all tundra tiles
last row will show on all floodplain tiles


I know that it is odd the way it selects different rows for the bonus grassland depending how you choose your preferences, but that's the way it is.

I made a tnt file for myself once that had beavers and ducks on the floodplains, rocks on the desert, deer on the tundra, various animals and plants on the grasslands and plains, but it just gets too crowded.

I would suggest to set your preferences not to show food and shields on the map, as it gets kind of crowded.

Just use the 3rd row from the bottom, I have posted an empty tnt file on this thread http://forums.civfanatics.com/showthread.php?t=112519 on post #13.
 
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