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rather than try and edit that last post, i'm just adding an addendum to it here.
texture 54 is the full tree texture for 51, 52, and 53. it originally fooled me due to its slightly different ground color, but upon closer inspection i found that the partials also blend to this ground color at the edges of the texture where the trees are, and 53 is actually a partial.
the textures that match up to the partials to blend them back into grass are 99, 100, and 101. these wont work with texture 58. 58 blends to 4. and i still cant find any partials for 58....oh well.
K.
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You probably already now this, but hitting f when in no patch mode flips the tile your working on, and gives a mirror image of it. Useful for getting some of the road verges to match up I found, and getting a bit of variation in there
Also are there road textures that give a dead straight bit? I've only found one that wiggles between two opposite edges, and my Roman instincts fancy the occaisional straight highway http://www.totalwar.org/ubb/smile.gif
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It's not a bug, it's a feature
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actually, no. i didnt know about the f key. i usually just use the rotate keys.
as far as i know there are no straight road textures. seems the japanese never heard of roads. lol. even 104, which is a seldom used road texture is curvy. so are the ones that match up to 86, 87, 88, and 63.
K.
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The f key just gives that extra bit of variation instead of rotating twice, mirrors rather htan rotates.
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It's not a bug, it's a feature
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oh, that's pretty cool then. thanks :)
K.
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well, it's been a while since i updated this topic and we've found a few more things out about the editor.
primarily, tosainu discoverd how to make bridges in maps! you may have noticed that some of tosa's and my new maps are bridge maps. thanks to tosa we can now do this.
the downside is that there are a number of rules that go along with the bridges:
you can only have 3 bridges on a map (with one exception that i'll try and explain later).
all bridges face north and south, never east and west and never diagonally. 'north' here is defined as the attacker's side, or, the top of the radar map. no matter how you have your water, bridges will always make a true, straight, north/south line.
currently, any water on the map must stretch from one side of the map to the other and be contiguous. no lonely ponds or lakes unless they are also joined to the main 'river'. a map will be bugged if you dont follow this and troops can end up doing very strange things because of it. i'm not certain yet if you can run a legitimate river from say, north to east, or south to west, but best results seem to be east/west.
you may not have 2 separate rivers if when drawing a straight line from a bridge ending it would also bisect the 2nd river. e.g.
----------------------------
| | river 1
----------------------------
brdg
----------------------------
river 2
----------------------------
all bridges are created by using road textures over where water is or will be when you lower the terrain. some of these are texture 102, 103, 104 and i believe tosa mentioned some others. i havent tried all these out yet, but i believe just about any straight road texture will work.
bridges over a VERY large body of water will produce a 'flat' bridge that may end up bugging the map. i tried this on one map with varying results, the worst of which the game simply crashed and the best of which was units fighting before they were ever deployed.
the one exception to the 3 bridge rule is that sometimes you can get away with more than 3 bridges by violating the rule about not bisecting a 2nd river, but it's actually a trick and there are still only 3 real bridges; it's just that you cant see all of it because it's buried underground. i have gotten as many as 6 bridges this way, but again, the map was badly bugged and very odd things occurred. if you do do this, you can raise the terrain WAY up and see the single continuous line of the bridge and you may then also understand why the map is then bugged.
like i said, finding how to make bridges is tosa's discovery, and that's one of the features not discovered that has been bugging both of us for a long while.
mapping out the rules for them is mostly my own work. feel free to add your own as you find them.
hopefully, all this will be moot in a month or so when we get the new editor, which is prolly just about right, since by then we shld have the old one all figured out. murphy's law wins again ;)
K.
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Konnichiwa,
84, 125 and 126. 125 and 126 are the textures which should be used if you want a bridge without a road (like the bridge near the village in Mura ga Mizu).
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Ja mata
Toda MizuTosaInu
Daimyo Takiyama Shi
http://www.takiyama.cjb.com
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the maximum and minimum heights used in the game would seem to be 32,768 and -32,768 (32k).
there is one odd thing, though, in going to these limits and then going over them. i made a 'mountain' that was higher than 32k and it inverted on me when it went over the 32k. it 'rolled over'. it went to a minus number as it passed the 32k mark and suddenly i had a hole in the top of my mountain that was -32k deep, with water.
i dont think this is a particularly useful feature, but perhaps someone else will think so. at any rate, there it is.
K.