kiwitt
Road to War Modder
This file is related to the DLL file and I have avoided making changes to these types of files for that very reason.... schema file ...
This file is related to the DLL file and I have avoided making changes to these types of files for that very reason.... schema file ...
<TerrainArtInfo>
<Type>ART_DEF_TERRAIN_MARSH</Type>
<Path>Art/Terrain/Textures/MarshBLEND.dds</Path>
<Grid>Art/Terrain/Textures/Marshgrids.dds</Grid>
<Detail>Art/Terrain/Textures/CoastDetail.dds</Detail>
<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
<LayerOrder>60</LayerOrder>
<AlphaShader>0</AlphaShader>
<TextureBlend01>1,180 5,270 9,180 13,270 17,180 21,270</TextureBlend01>
<TextureBlend02>1,270 5,0 9,270 13,0 17,270 21,0 </TextureBlend02>
<TextureBlend04>1,0 5,90 9,0 13,90 17,0 21,90 </TextureBlend04>
<TextureBlend08>1,90 5,180 9,90 13,180 17,90 21,180</TextureBlend08>
<TextureBlend03>3,0 7,180 11,0 15,180 19,0 23,180 27,0 31,180</TextureBlend03>
<TextureBlend06>3,90 7,270 11,90 15,270 19,90 23,270 27,90 31,270</TextureBlend06>
<TextureBlend12>3,180 7,0 11,180 15,0 19,180 23,0 27,180 31,0</TextureBlend12>
<TextureBlend09>3,270 7,90 11,270 15,90 19,270 23,90 27,270 31,90</TextureBlend09>
<TextureBlend07>4,0 8,270 12,0 16,270 20,0 24,270 28,0 32,270</TextureBlend07>
<TextureBlend14>4,90 8,0 12,90 16,0 20,90 24,0 28,90 32,0</TextureBlend14>
<TextureBlend13>4,180 8,90 12,180 16,90 20,180 24,90 28,180 32,90</TextureBlend13>
<TextureBlend11>4,270 8,180 12,270 16,180 20,270 24,180 28,270 32,180</TextureBlend11>
<TextureBlend10>2,0 6,90 10,0 14,90 18,0 22,90 26,0</TextureBlend10>
<TextureBlend05>2,90 6,0 10,90 14,0 18,90 22,0 26,90</TextureBlend05>
<TextureBlend15>29,0 </TextureBlend15>
</TerrainArtInfo>
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_MUD</Type>
<bAnimated>0</bAnimated>
<bRiverArt>1</bRiverArt>
<TileArtType>TILE_ART_TYPE_NONE</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>1.25</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Floodplain/FloodPlain_baseALL.dds</ModelFile>
<Connections/>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>Art/Interface/Buttons/BaseTerrain/Marsh.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>
<BonusArtInfo>
<Type>ART_DEF_BONUS_SWAMP</Type>
<fScale>1.22</fScale>
<fInterfaceScale>0.8</fInterfaceScale>
<NIF>Art/Terrain/Resources/Swamp/Wheat.nif</NIF>
<KFM>Art/Terrain/Resources/Swamp/Wheat.kfm</KFM>
<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
<FontButtonIndex>43</FontButtonIndex>
</BonusArtInfo>
<TerrainInfo>
<Type>TERRAIN_MARSH</Type>
<Description>TXT_KEY_TERRAIN_MARSH</Description>
<Civilopedia>TXT_KEY_TERRAIN_MARSH_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_TERRAIN_MARSH</ArtDefineTag>
<Yields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</Yields>
<RiverYieldChange/>
<HillsYieldChange/>
<bWater>0</bWater>
<bImpassable>0</bImpassable>
<bFound>0</bFound>
<bFoundCoast>0</bFoundCoast>
<bFoundFreshWater>0</bFoundFreshWater>
<iMovement>2</iMovement>
<iSeeFrom>0</iSeeFrom>
<iSeeThrough>0</iSeeThrough>
<iBuildModifier>0</iBuildModifier>
<iDefense>0</iDefense>
<Button>Art/Interface/Buttons/BaseTerrain/Marsh.dds</Button>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</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_OCEAN_SELECT_AMB</WorldSoundscapeAudioScript>
<bGraphicalOnly>0</bGraphicalOnly>
</TerrainInfo>
<FeatureInfo>
<Type>FEATURE_MUD</Type>
<Description>TXT_KEY_TERRAIN_MARSH</Description>
<Civilopedia>TXT_KEY_TERRAIN_MARSH_PEDIA</Civilopedia>
<ArtDefineTag>ART_DEF_FEATURE_MUD</ArtDefineTag>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<RiverYieldChange/>
<HillsYieldChange/>
<iMovement>2</iMovement>
<iSeeThrough>1</iSeeThrough>
<iHealthPercent>-40</iHealthPercent>
<iDefense>50</iDefense>
<iAppearance>0</iAppearance>
<iDisappearance>0</iDisappearance>
<iGrowth>0</iGrowth>
<iTurnDamage>0</iTurnDamage>
<bNoCoast>0</bNoCoast>
<bNoRiver>0</bNoRiver>
<bNoAdjacent>0</bNoAdjacent>
<bRequiresFlatlands>1</bRequiresFlatlands>
<bRequiresRiver>0</bRequiresRiver>
<bAddsFreshWater>0</bAddsFreshWater>
<bImpassable>0</bImpassable>
<bNoCity>1</bNoCity>
<bNoImprovement>1</bNoImprovement>
<bVisibleAlways>0</bVisibleAlways>
<bNukeImmune>0</bNukeImmune>
<OnUnitChangeTo/>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FootstepSounds>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
<FootstepAudioScript/>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
</FootstepSound>
<FootstepSound>
<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
</FootstepSound>
</FootstepSounds>
<EffectType>NONE</EffectType>
<iEffectProbability>0</iEffectProbability>
<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
</FeatureInfo>
<BonusInfo>
<Type>BONUS_SWAMP</Type>
<Description>TXT_KEY_BONUS_SWAMP</Description>
<Civilopedia>TXT_KEY_BONUS_SWAMP_PEDIA</Civilopedia>
<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
<ArtDefineTag>ART_DEF_BONUS_SWAMP</ArtDefineTag>
<TechReveal>NONE</TechReveal>
<TechCityTrade>NONE</TechCityTrade>
<TechObsolete>NONE</TechObsolete>
<YieldChanges>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
<iYieldChange>0</iYieldChange>
</YieldChanges>
<iAITradeModifier>0</iAITradeModifier>
<iAIObjective>0</iAIObjective>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iPlacementOrder>4</iPlacementOrder>
<iConstAppearance>0</iConstAppearance>
<iMinAreaSize>3</iMinAreaSize>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<Rands>
<iRandApp1>25</iRandApp1>
<iRandApp2>25</iRandApp2>
<iRandApp3>0</iRandApp3>
<iRandApp4>0</iRandApp4>
</Rands>
<iPlayer>0</iPlayer>
<iTilesPer>16</iTilesPer>
<iMinLandPercent>0</iMinLandPercent>
<iUnique>0</iUnique>
<iGroupRange>0</iGroupRange>
<iGroupRand>0</iGroupRand>
<bArea>1</bArea>
<bHills>0</bHills>
<bFlatlands>1</bFlatlands>
<bNoRiverSide>1</bNoRiverSide>
<bNormalize>1</bNormalize>
<TerrainBooleans>
<TerrainBoolean>
<TerrainType>TERRAIN_MARSH</TerrainType>
<bTerrain>1</bTerrain>
</TerrainBoolean>
</TerrainBooleans>
<FeatureBooleans/>
<FeatureTerrainBooleans/>
<bUseLSystem>0</bUseLSystem>
</BonusInfo>
World Builder Icon.
,path to icon,path to corresponding Atlas,#,#
numbers are x,y location in the atlas.
<TerrainArtInfo>
<Type>ART_DEF_TERRAIN_WINTERHILL</Type>
<Path>Art/Terrain/Winter/HillBlend.dds</Path>
<Grid>Art/Terrain/Winter/HillGrids.dds</Grid>
<Detail>Art/Terrain/Winter/IceDetail.dds</Detail>
<Button>,Art/Interface/Buttons/BaseTerrain/Hill.dds,Art/Interface/Buttons/BaseTerrain_TerrainFeatures_Atlas.dds,4,1</Button>
<LayerOrder>79</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</TextureBlend15>
</TerrainArtInfo>
to each tile.Code:BonusType=BONUS_SWAMP FeatureType=FEATURE_MUD TerrainType=TERRAIN_MARSH
</UnitInfo>
<!-- Prophet -->
<!-- Artist -->
<UnitInfo>
</UnitInfo>
<!-- Prophet -->
<!-- Artist -->
<!-- -->
<!-- Changes made in SP1 -->
<!-- -->
<!-- 18 Mar 2011 - Changed Art reference from xxxx to yyyy -->
<UnitInfo>