Bleck -> RE: Eyecandies.csv? (11/6/2010 2:11:28 PM)
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eyecandies.csv is stored in scenario folder (but this file is optional). Depth of eyecandies is stored for each one of them, here is description of eyecandies.csv format: quote:
#Eyecandies - sprites for hex customization; #Eyecandy sprite coordinates are (ex,ey). Both ex and ey are in range 0...11. In file eyecandies.png of map skin top-left eyecandy is (0,0), bottom-right is (11,11); #Format description:; #First and second column: hex coordinates (x,y) of eyecandy; #Third column: eyecandy level of depth (range 0...39, see sprites_depth.csv for more info); #Fourth and fifth column: eyecandy coordinates (ex,ey) for "good" weather; #Sixth and seventh column: eyecandy coordinates (ex,ey) for "snow" weather; #Eight and ninth column: eyecandy coordinates (ex,ey) for "mud" weather; You can set depth level of eyecandy over terrain sprite, so eyecandy sprite will be overlayed (drawn on terrain sprite, so you can place "objects" like rocks, trees, roads, buildings etc. on terrain), or at the same depth level as terrain (then terrain sprite will not be drawn, only eyecandy, so you can alter standard terrain sprites in specific places). You can use only one eyecandy in each hex! The only problem is that this file is loaded every time (if exist) no matter which map skin is in use, but I think we can change it so game will first look for eyecandies_<skin name>.csv in scenario folder (for example "eyecandies_Normal.csv" if [MapSkin]Normal is being used) and then for regular eyecandies.csv if skin-specific not found. This will allow you to use any eyecandies in your skin, for example different shore line graphics etc.
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