sylvain5477
Cerebrus father
- Joined
- Dec 30, 2007
- Messages
- 752
Here it is :
And the Art linked to it:
What it does when I add a tile in the worlbuilder is convert it from LAND to OCEAN visually.
When the terrain changes ingame through python it works fine (plot stays LAND).
Spoiler :
Code:
<Civ4TerrainInfos xmlns="x-schema:CIV4TerrainSchema.xml">
<TerrainInfos>
<TerrainInfo>
<Type>TERRAIN_RAW</Type>
<Description>TXT_KEY_TERRAIN_RAW</Description>
<Civilopedia>TXT_KEY_TERRAIN_RAW_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_TERRAIN_RAW</ArtDefineTag>
<Yields>
<iYield>-1</iYield>
<iYield>-2</iYield>
<iYield>-1</iYield>
</Yields>
<RiverYieldChange>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</RiverYieldChange>
<HillsYieldChange/>
<bWater>0</bWater>
<bImpassable>0</bImpassable>
<bFound>0</bFound>
<bFoundCoast>0</bFoundCoast>
<bFoundFreshWater>0</bFoundFreshWater>
<iMovement>2</iMovement>
<iSeeFrom>1</iSeeFrom>
<iSeeThrough>1</iSeeThrough>
<iBuildModifier>25</iBuildModifier>
<iDefense>-50</iDefense>
<Button>Art/Interface\Buttons\WorldBuilder\Terrain_Desert.dds</Button>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_HORSE_RUN</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_WAR_CHARIOT_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TANK_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN1</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_LOOP1</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_OCEAN2</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_OCEAN_END2</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_DESTOYER</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_DESTROYER</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_DESTROYER_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_IRONCLAD</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_IRONCLAD_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TRANSPORT</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TRANSPORT_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_SUBMARINE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_SUBMARINE</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_SUBMARINE_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_GUNSHIP</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_GUNSHIP</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_GUNSHIP_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_LOOP</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ARTILLERY_RUN_END</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
<bGraphicalOnly>0</bGraphicalOnly>
<ArtDefineTag2>ART_DEF_TERRAIN_DESERT_BM</ArtDefineTag2>
<bNormalize>1</bNormalize>
<iPlotCounterDown>0</iPlotCounterDown>
<TerrainDown>NONE</TerrainDown>
<iPlotCounterUp>9</iPlotCounterUp>
<TerrainUp>TERRAIN_RAW</TerrainUp>
</TerrainInfo>
</TerrainInfos>
</Civ4TerrainInfos>
And the Art linked to it:
Spoiler :
Code:
<Civ4ArtDefines xmlns="x-schema:CIV4ArtDefinesSchema.xml">
<TerrainArtInfos>
<TerrainArtInfo>
<Type>ART_DEF_TERRAIN_RAW</Type>
<Path>Modules\NormalModules\Tears\Art\barelandblend.dds</Path>
<Grid>Modules\NormalModules\Tears\Art\barelandgrids.dds</Grid>
<Detail>Art/Terrain/Textures/DesertDetail.dds</Detail>
<Button>Modules\NormalModules\Tears\Art\Buttons\Terrains\Bareland.dds</Button>
<LayerOrder>10</LayerOrder>
<AlphaShader>0</AlphaShader>
<TextureBlend01>8,0</TextureBlend01>
<TextureBlend02>1,0</TextureBlend02>
<TextureBlend04>6,0</TextureBlend04>
<TextureBlend08>5,0</TextureBlend08>
<TextureBlend03>2,0</TextureBlend03>
<TextureBlend06>10,0</TextureBlend06>
<TextureBlend12>12,0</TextureBlend12>
<TextureBlend09>9,0</TextureBlend09>
<TextureBlend07>3,0</TextureBlend07>
<TextureBlend14>14,0</TextureBlend14>
<TextureBlend13>11,0</TextureBlend13>
<TextureBlend11>4,0</TextureBlend11>
<TextureBlend10>7,0</TextureBlend10>
<TextureBlend05>13,0</TextureBlend05>
<TextureBlend15>15,0 16,0 18,0 19,0 20,0 21,0 22,0 23,0 24,0 25,0 26,0 27,0 28,0 29,0 30,0 31,0 32,0</TextureBlend15>
</TerrainArtInfo>
</TerrainArtInfos>
</Civ4ArtDefines>
What it does when I add a tile in the worlbuilder is convert it from LAND to OCEAN visually.
When the terrain changes ingame through python it works fine (plot stays LAND).