Here is the entry I tried:
Code:
vegetation sandy_desert_dense_forest
{
layout 320 palm_layout.tga
radius 1
height_range 0.7 1.2
aspect_range 0.7 1.3
lod trees
model sa_tree_03
model sa_tree_04
}
This references palm trees that are already in-game and working for the semi-arid terrain. It also, upon startup, causes a sprite to form for this type: sandy_desert_dense_forest_0.tga, and also a vege file for this type: sandy_desert_dense_forest.vege These would appear to be ingame just as any other climate/terrain type set.
Now, the key file I would think that 'spawns' these forests would be descr_landscape_ground_types.txt. It sets chances for pulling rocks, trees, etc. for any given climate type. I put forests in the sandy desert slot just the same as in other slots too. Still can't get them. Here is the entry:
Code:
sandy_desert
{
types
{
caked_sand sand
sand sand
sand_blown sand
rock rock
forest forest_dense
}
bands
{
caked_sand MIN MAX 0.5 1.0
sand MIN MAX 1.0 1.0
sand_blown MIN MAX 1.0 1.0
rock 1000 MAX 1.0 1.0
forest 10.0 MAX 0.2 1.0
}
}
What makes it weirder, is that when I go to the campaign map, the land that is sandy desert climate with a forest covering over it (ground cover) actually shows up with palm trees instead of just bare desert. It is listed as being "Woodland" all across this area - but on battle map it's barren sandy desert.
I thought it might have something to do with our inability to reconstitute the descr_geography.db file, but if it is deleted (or rather renamed), a battle on this terrain/cover type still pulls up grass that is visible on the battlefield, and also a rock outcropping. So it's still pulling things up on the code I put above.
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