Help Modding new terrain!

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Terminator
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Location: Ukraine

Help Modding new terrain!

Post by Terminator »

Recently I've tried to recreate something like mod that replace tileset(arizona)(from new engine, wz 3.0 beta2) with old 2.3.x set. As I figure out, simple replaceing texture files won't work well. As you can see at scrnshot, old wz had many diff. textures cause it hadn't layouts.
So my question in how to make these "little black spots" layout in new terrain engine not useing different textures?
Is there any examples or information about this ?

I found some files like "..base.wz\tileset\arizona_enum.txt", I think its somehow related to my problem. Am I right ?
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Buginator
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Re: Help Modding new terrain!

Post by Buginator »

Terminator wrote:Recently I've tried to recreate something like mod that replace tileset(arizona)(from new engine, wz 3.0 beta2) with old 2.3.x set. As I figure out, simple replaceing texture files won't work well. As you can see at scrnshot, old wz had many diff. textures cause it hadn't layouts.
So my question in how to make these "little black spots" layout in new terrain engine not useing different textures?
Is there any examples or information about this ?

I found some files like "..base.wz\tileset\arizona_enum.txt", I think its somehow related to my problem. Am I right ?
ok, well, here goes:

The files *_enum.txt describe the names that you will use in *ground.txt
The files *.decals.txt tell you which tile is mapped to a decal.
The files *.Gtype describe what texture page that gets mapped to the names that you used in *_enum.txt
and finally, *ground.txt make up the 4 quadrants for the tile.

Does that make sense ?

There is some more information in this ticket: http://developer.wz2100.net/ticket/2013
and it ends here.