eadingas
01-18-2005, 21:14
Some of you might've seen this thread before it was fully researched... anyway, here it is officialy. I suck at making how-to's, so I just post all I have and let you find out the rest.
To make various things appear on the campaign map, you have to:
a) have a 3d CAS model of what you want to have. Copy it to 'Data\terrain\aerial_map\tree_models\' (and textures to the 'textures' folder therein).
and
b) edit some files.
The files are:
descr_climates.txt
In there, you create a new climate (this is a free extra tip on making new climate types, BTW :)
by copying one of the existing climates (make sure you have one with winter in it or without it, depending on where you're going to put the stuff), and in the lines:
strategy summer sparse_tree tree_model_name.cas 1
strategy winter sparse_tree tree_model_name.cas 1
You change tree_model_name with the name of your model.
Next, you open map_climates.tga and map_ground_types.tga, and very carefully, place pixels of your new made climate where ever you want your object to appear - and then exactly in the same place, you put pixels of sparse_forest ground type.
The result will be something like this:
http://img94.exs.cx/img94/7355/smallfarm7fw.jpg
To the right you see the effect of using dense_forest instead of sparse_forest: a cluster of objects. It may be useful if you need a cluster of something to appear on the map.
For all gaming purposes, these objects act like forest: you can stage an ambush in it, and on battlefield it will appear as a bunch of trees, however, I believe it can be changed into something more useful.
The only drawback is that sparse_forest applies 'tree-like objects' a bit randomly, but I think it can be worked on...
To make various things appear on the campaign map, you have to:
a) have a 3d CAS model of what you want to have. Copy it to 'Data\terrain\aerial_map\tree_models\' (and textures to the 'textures' folder therein).
and
b) edit some files.
The files are:
descr_climates.txt
In there, you create a new climate (this is a free extra tip on making new climate types, BTW :)
by copying one of the existing climates (make sure you have one with winter in it or without it, depending on where you're going to put the stuff), and in the lines:
strategy summer sparse_tree tree_model_name.cas 1
strategy winter sparse_tree tree_model_name.cas 1
You change tree_model_name with the name of your model.
Next, you open map_climates.tga and map_ground_types.tga, and very carefully, place pixels of your new made climate where ever you want your object to appear - and then exactly in the same place, you put pixels of sparse_forest ground type.
The result will be something like this:
http://img94.exs.cx/img94/7355/smallfarm7fw.jpg
To the right you see the effect of using dense_forest instead of sparse_forest: a cluster of objects. It may be useful if you need a cluster of something to appear on the map.
For all gaming purposes, these objects act like forest: you can stage an ambush in it, and on battlefield it will appear as a bunch of trees, however, I believe it can be changed into something more useful.
The only drawback is that sparse_forest applies 'tree-like objects' a bit randomly, but I think it can be worked on...