Hill Textures

tesb

Emperor
Joined
Jan 16, 2010
Messages
1,593
I have a question:

is it possible to hack the art defines for terrain textures, so you can have different hill textures?

currently you can only have 1 texture for hills and mountains via the xml and it is very hard to make a hill texture that fits both, the lusher green terrains and more brighter terrains such as snow and desert.

so is there a possibility in the dll the force a different art defines for the hill plot, depending on the terrain?
 
Uh, for me hills can be plains (with yellowish texture), grassland (greenish) or tundra (tundrish) in standard BTS already? Maybe i somehow misunderstand what you mean...
 
There can only be one mountain and one hill terrain it is hard coded that way. The textures textures show through the hills. I am probably not using the right words as I am not a graphics modder.
 
@Refar:
the hill texture blends over the terrain texture defined by its alpha layer. the problem is that hill texture (where the alpha is 1) is set. for example this texture
Spoiler :
107rtjn.jpg

looks horrible on desert and snow and the current texture i am using look good on snow and desert but terrible on dark terrains. the standard bts hill texture has the same problem btw in my opinion.

@dancing hosksuld
i know that is the way it is currently implemented this is why i asked if there might be a dll hack. i know some people who messed with the artdefines before.
 
It is probably not possible to hack the hill texture for specific plots but what you could do is make a hill variant of all terrain textures, make the hill texture completely transparent and then report a different terrain type to the engine depending on if there is a hill or not.
 
that would be a workaround, but that would also mess up a lot of coding because every hill would basically be a new terrain type. especially in MoM (see sig) there is a lot of terraforming and terrain dependencies so this is not really an option. it is really sad that something that simple like forcing the engine to use a different art define based on the plot type is not possible :'(
 
that would be a workaround, but that would also mess up a lot of coding because every hill would basically be a new terrain type. especially in MoM (see sig) there is a lot of terraforming and terrain dependencies so this is not really an option. it is really sad that something that simple like forcing the engine to use a different art define based on the plot type is not possible :'(
Well, you can split the external from the internal view. So while the terraforming code would see the normal terrain, the exe would see the special hills terrain.
 
Back
Top Bottom