Modding terrain questions (Full Version)

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Umbra_TSSI -> Modding terrain questions (1/29/2022 8:52:23 PM)

Hello

I created a mod that changes the base terrain texture to a solid with a gradient (lighter to darker) for the 50 levels of elevation, similar to Crossroads' "Boardgame Look&Feel" mod. But I have some questions.

For my mod I modified the SEAsia base terrain files (Mud, Soft, Normal), including all 5 levels of zoom. Everything seems to be working perfectly, but I don't know why there's a separate set of non-SEAsia base terrain files which differ only very slightly in hue and brightness.

So I'm wondering what they're for and what will be the result visually if those non-SEAsia files are not also modified?

[image]local://upfiles/80387/DD0443A2D6B740E5A774C07EE83B1481.jpg[/image]




berto -> RE: Modding terrain questions (1/29/2022 8:57:12 PM)


A problem I foresee is, with that much difference in brightness from elevation to elevation, how can you handle all 50 elevations in the game?




berto -> RE: Modding terrain questions (1/29/2022 9:11:48 PM)

quote:

ORIGINAL: Umbra_TSSI

For my mod I modified the SEAsia base terrain files (Mud, Soft, Normal), including all 5 levels of zoom. Everything seems to be working perfectly, but I don't know why there's a separate set of non-SEAsia base terrain files which differ only very slightly in hue and brightness.

So I'm wondering what they're for and what will be the result visually if those non-SEAsia files are not also modified?

The basic "non-SEAsia" files are fallback defaults in case the appropriate Region and Biome variants are unavailable.




Umbra_TSSI -> RE: Modding terrain questions (1/30/2022 3:29:50 AM)

Wanted to post a pic but apparently I can't yet... oh well.




Jason Petho -> RE: Modding terrain questions (1/30/2022 3:39:08 AM)

You should be able to attach a picture? I think you needed to have 10 posts. Try again?




Umbra_TSSI -> RE: Modding terrain questions (1/30/2022 4:36:21 AM)

The window that came up said that I can't post links, emails, or phone numbers for seven days after my tenth post.

But I was uploading a pic from my computer just like the first one.

So...?

And I did try again, that's why this post has been edited.




Jason Petho -> RE: Modding terrain questions (1/30/2022 4:53:15 AM)

jasonpetho at hotmail dot com

I can post it for you if you mail it to me until you reach your limit.




Umbra_TSSI -> RE: Modding terrain questions (1/30/2022 5:04:16 AM)


quote:

ORIGINAL: Jason Petho

You should be able to attach a picture? I think you needed to have 10 posts. Try again?

berto posted:
quote:

A problem I foresee is, with that much difference in brightness from elevation to elevation, how can you handle all 50 elevations in the game?


The reason for the post was to show berto the visual solid color gradient changes from highest height to lowest of the 50 elevations in game, but that's okay.




Umbra_TSSI -> RE: Modding terrain questions (1/30/2022 5:28:15 AM)


quote:

ORIGINAL: Jason Petho

jasonpetho at hotmail dot com

I can post it for you if you mail it to me until you reach your limit.

Thank you for your gracious offer, Jason. I was seeking answers so if I put out this mod for download it would be in the state that I find acceptable.

Thanks again.




Jason Petho -> RE: Modding terrain questions (1/30/2022 5:31:19 AM)

OK, no problem at all!

Just trying to be helpful

I hope it goes well!!




Crossroads -> RE: Modding terrain questions (1/30/2022 6:46:25 AM)


quote:

ORIGINAL: Umbra_TSSI
...

For my mod I modified the SEAsia base terrain files (Mud, Soft, Normal), including all 5 levels of zoom. Everything seems to be working perfectly, but I don't know why there's a separate set of non-SEAsia base terrain files which differ only very slightly in hue and brightness.

So I'm wondering what they're for and what will be the result visually if those non-SEAsia files are not also modified?


Good day, @Umbra_TSSI! Nice work!

There's a system for allowing graphics designers and modders (autocorrect tries to repeatedly correct this to "models", we wish! [:D] ) to have control which graphic gets loaded where.

See my post at CSLegion: Biomes and Regions

This is true for any graphic in the game. Say for the Normal*.bmp ambient terrain, what the game loads, in this order, if found:

  • look for SEAsiaSubtropForestNormal0d.bmp
  • if not found, look for SubtropForestNormal0d.bmp
  • if not found, look for SEAsiaNormal0d.bmp
  • if not found, look for (last resort and always available) Normal0d.bmp

    This would be valid for a map that is in SEAsia, and has SubtropForest as biome, of course,

    I've tried with my 2D graphics to do with "less is more", so depending how much variation is needed, I've only put SEAsia (and SAsia) varaints there.

    As a modder you need to take into account what's already there, to have them loaded in the regions and biomes available in each map.




  • Crossroads -> RE: Modding terrain questions (1/30/2022 6:54:35 AM)

    If you haven't found a proper file download service yet, just zip up once complete and email to me at crossroads dot cslegion at gmail dot com. I will put it to our Dropbox and provide a link to it here.




    VPaulus -> RE: Modding terrain questions (1/30/2022 12:34:50 PM)

    Hi Umbra_TSSI,
    You can now post without restrictions.




    Umbra_TSSI -> RE: Modding terrain questions (1/30/2022 5:54:33 PM)


    quote:

    ORIGINAL: VPaulus

    Hi Umbra_TSSI,
    You can now post without restrictions.

    Wow... Thank You!!

    You all are the best.




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