Duke John 17:41 04-28-2005
I know that the textures for the battlefield area and a bit around it are located in \Data\terrain\battlefield, but where are the textures that surround the central area? They aren't the same as the central textures as I made the latter entirely blue and still the surrounding textures were green.
Any ideas?
SigniferOne 17:59 04-28-2005
This is unknown, but from the fact of how incredibly fuzzy they are, I wouldn't be at all surprised if they were adapted from the campaign map, or some such thing. I'm playing around with settlement plans a lot now, and sometimes when I mess up with those files, the surrounding textures around my tile get really really screwwed up. This indicates to me that there are no necessarily set textures for that area, and its somehow generated out of something else.
Myrddraal 13:14 04-29-2005
My impression is that the surrounding area does not use textures at all, but simple colours. When you have lots of small textures seen from a distance, not only might it cause lag, but you get unrealistic repeating patterns. I think that the textures simply fade into colour values...
Duke John 15:31 04-29-2005
It seems like the textures are blown up so there is no real pattern to see. I think it would be not very practical to hardcode the colours as ground texture might change and then the coders need to change the code to make the seam less visible. But I'll look further.
Myrddraal 15:55 04-29-2005
perhaps it uses the average colour of the texture? There is certainly no patern to the terrain in the distance...
Duke John 16:02 04-29-2005
I am expexting such a thing, so I'm making all textures blue to see wether the distant textures also become blue.
SigniferOne 17:30 04-29-2005
The only problem with this theory is that there are rivers that extend far in the distance. So one probable explanation is: the ground heights are derived from real data, whereas the texture is probably somehow derived either from camp. map, or from the current tile's ground textures.
Myrddraal 17:50 04-30-2005
The heights are certainly derived from the campaign map. We know this, but its the textures I'm wondering about...
Duke John 20:58 04-30-2005
As far as I know I changed all campaign/battlefield textures to blue and still surrounding textures are as originally. It seems that its either hardcoded or there is a hidden texture. I will just accept it, but keep it mind when you want to change the battlefield textures.
Dol Guldur 20:33 05-06-2005
I do hope this is related ;)
When I modify a texture for movement modification (in descr_battle_map_movement_modifiers.text in data folder) it works to slow down/speed up troops (in say a custom game) for the texture modified.
No problem there.
However, if I pull up a location from the campaign map in the Battle Map Editor and paint the texture so modified onto the battlemap it has no such effect on troop movement.
How so?
I was thinking that only the APPEARANCE is modified in custom maps - the real texture drawn from the camp map still exists underneath.
Probably way out there - but has anyone an answer to my newbie question?
Myrddraal 17:08 05-07-2005
hm, I've never tried this, have you tested it with extreme values, like slow down troops loads on the texture, theres no way you could miss it then...
Welcome to the forum
Duke John 10:47 09-27-2005
Since it seems that you have a bit of "spare" time, JeromeGrasDyke, could you please enlighten me on how the textures surrounding the battlefield are made, or how I edit them? I suspect that descr_geography contains some data about it, but I can't get it parsed with new ground textures as it refuses to being made when I remove it.
The vegetation database is being made when I remove certain files, do you know what triggers the creation of the geography database?
Cheers,
Rob
Single Sign On provided by
vBSSO