You can get new things to become selectable in the battle editor, by making them as 'settlement plans' (no I don't mean full scale settlements)
To get new models into game at all you do need to go through the conversion process from .cas to .item and that does include getting game to regenerate the items.db file - look for Alpaca's tutorial in the scriptorium for that.
When you've done that - unless you replaced an existing item - it still won't come up as an option to add in the battle editor. To get them in there you need to make a text file in data/settlement_plans folder, example of the simplest type of thing would be
Code:
plan
{
floor underlay_clump_of_palm_trees_A.cas
new_item_name, 0, 0, -90, 0
}
you seem to need some sort of underlay.cas for each, I think you can probably make new ones, but I only re-used existing ones. Numbers after the item name are x,y,z co-ordinates and orientation in relation to the underlay scene root (or centre not sure which).
To get it to show in battle editor add that settlement_plan's name to descr_landscape_ambient_settlements.txt
ambient_settlement new_plan_name
Code:
{
type special
plan new_plan_name
st -20
}
makes it come up in same sections as wonders and it won't appear spontaneously on map.
Also add the plan's name to the list at the bottom of descr_settlement_plan.txt file like:
Code:
plan new_plan_name new_plan_name.txt
There are probably other ways of getting things in but that at least gets you things selectable from editor for custom tiles. There are some hardcoded issues around things the game considers to be roads, so you might not have much luck on those....
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