Map layout, Terrain types, and features (For Map Script)

Well, units adapt their altitude when moving on hills and while crossing mountains in the game, so maybe its just a case of extending this to "below".
 
Well, units adapt their altitude when moving on hills and while crossing mountains in the game, so maybe its just a case of extending this to "below".

True, But I would like my units to walk over the bridge not under it(as the terrain drops down into the rille):crazyeye:
 
I just sucessfully removed the ocean surface and waves from the game. I think that it will look quite nice once the ocean floor and beached get new textures.

The waves are controled by .nif files in art\terrain\waves so I replaced them all (28) with empty nif files. (Attached)

In GlobalDefines.xml this tag value changed to 0 from 1
<Define>
<DefineName>RENDER_WATER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

And in CIV4ArtDefines_Misc.xml the water entry changed to:

<MiscArtInfo>
<Type>ART_WATER</Type>
<Path>None</Path>
<fScale>1.0</fScale>
<NIF>None</NIF>
<KFM>None</KFM>
</MiscArtInfo>

For the bridges we could make them only allowed at streight crossing points, where a single tile of rile has on two opposite faces a non-rile plot type. We would only then need two models for the bridge, one north/south the other east/west. Python can be used to select which one is built.
 

Attachments

Thanks alot AlazkanAssaissin. This saves me alot of time trying to figure it out myself.:goodjob:

For the bridges we could make them only allowed at streight crossing points, where a single tile of rile has on two opposite faces a non-rile plot type. We would only then need two models for the bridge, one north/south the other east/west. Python can be used to select which one is built.

Bridges should be easy to do (even with diagonal crossing points).
 
I am currently taking a break from the map script/terrain and am creating a new unit instead. I hope to have the new map script and terrain art finished by the end of May.
 
Don't look so sad. Creating a unit takes a small amount of time compared to the map script and a complete redo of all the terrain art.
 
No real rush matthewv. I'm spending more time with SMAC then SotM at the moment, but unless we get momentum there I'll be back here more again.
 
Okay, I have mad some major breakthroughs on the map script.

First of all I figured out our Dust Sea problem (I must have spend at least 50 hour altogether trying to figure this one out).

appearentaly this (in CIV4UnitInfos) is bugged somhow:
Code:
<TerrainImpassables>
		<TerrainImpassable>
			<TerrainType>TERRAIN_DUSTSEA</TerrainType>
			<bTerrainImpassable>1</bTerrainImpassable>
		</TerrainImpassable>			
	</TerrainImpassables>

and does not work for land terrain in your borders. We will have to do almost all of our right of passage controls with the SDK.

I also figured out why we weren't able to get rid of all the old terrain, features, bonuses, and improvements. There are a whole pile of references to the old improvements, etc. in the xml\buildings\CIV4PlotLSystem.xml. This file controls how the map artwork is drawn (orientation and location of buildings, etc.). This is a huge file and will take a long time to adjust it to suit the moon map.

Note: We can also use this to control building placement so that their is no conflicts with 3d route system. Thus we will be able to have 3d maglev tracks and roads(imagine 3d glass walkways for roads:D)

Edit: I still need to figure out exactly how this file works.
 
In this file, I only tinkered with the cottage system. And I know any new improvement (graphic references) must be added in it too.
I suppose with the building placement part you mean on what spot in a tile we can put an improvement? Be warned, as far as I know this file doesn't regulates the building placement in city tiles.
 
First attempt at terrae hightmaps:
Terrae.JPG
 
That doesn't look too shabby? It has a recurring pattern tho.
Actually, it looks better then what Gerikes achieved in smacmod.
 
Ya, I know It still needs some work. That was only my first attempt.

Complex hight maps and terrian textures are difficult to do because you have to make sure each block matches with (edit: 4) other blocks for each side the matches the same terrain.

Right now it also looks funny when units go over it since it so so bumpy and steep.
 
Is this something you're simply messing around with for the fun of it or do you plan on putting it into the mapscript?
 
As we need art to match our new terrain I will also be doing the terrain artwork (including hieght maps).
Unless of course you are volunteering.:rolleyes:

If we do have volunteers for terrain artwork here is a list of things we need artwork for:

-Rilles terrain texture and hightmaps
-Terrae terrain texture and hightmaps
-3d .nif for Crater Rims (as well as new terrain texture)
-3d .nif for Crater feature
-3d .nif for Craters feature
-New texture for cratered terrain
Edit: forgot to add
-3d .nif for Ejecta feature
-3d .nif for Domes feature

Anyone willing to do any of these let me know.

I can have a decent working new mapscript by the end of the month but it will take me longer to finish all the artwork (I will do rough placeholder artwork till all the new terrain artwork is done.)
 
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