RockinHarry -> (3/8/2003 12:19:40 AM)
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here´s some Ter90z4 stuff that I have finished already. It´s mostly externalized shapes from other SPWAW files that now can be used in a different way: shellholes (to workaround shellhole terrain limit), rubble (taken from the Icon.shp files, now for use with the Map Editors), barb wire ( again..taken from Icon.shp files. I added a horizontal version), foxholes (taken from Icon.shp files. Two additional variations added) and Trenchline graphics (in fact a darkened version of the gully tiles) Drop the file into the SHP folder and just overwrite the old Ter90z4 file. Currently the Ter90 files are unused so you won´t loose anything!;) In SPWAW map editor the Ter90 stuff is accessed with the tilde ´~´ key! with "SHIFT-!" then you can acces the single shapes and are to be put on map with a left mouse click right after. This also locks this shape for further use. (´z´key) As said, just the z4 stuff is finished, so when you see the green blobs, hit the ´+´key for max zoom in and you can see the new graphics.;) The Ter90 shapes will be placed (by SPWAW) in layer 6 and this sis the layer where trees are normally. So when you place a new Ter90 shape it will overwrite tree graphics when there is some in the hex. The tree attributes are preserved though. Ter90 shapes can be placed beneath buildings, otherwise they are put ontop of most other graphics. I plan to add a couple more new trees to this file, in particular alley trees and some that look more mediterranean than the ones we have now. If you´re interested to see what you can do with the Ter90 shapes, have a look at this thread: http://www.matrixgames.com/forums/showthread.php?s=&threadid=33665&perpage=15&pagenumber=2 see my last posting and attached little scenario.
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