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Additional tilesets support #3608

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wzdev-ci opened this issue Jul 8, 2012 · 18 comments
Closed

Additional tilesets support #3608

wzdev-ci opened this issue Jul 8, 2012 · 18 comments

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@wzdev-ci
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wzdev-ci commented Jul 8, 2012

resolution_fixed type_patch (an actual patch, not a request for one) | by NoQ


I think i finally need somebody to have a look. This patch that allows adding more than three tilesets to the game.

Tileset #N is looked for as tertilescNhw, its terrain tiles and description files are hardcoded as follows:

texpages/tertilescNhw-*/tile-*.png
tileset/tilesetNground.txt
tileset/tertilescNhwGtype.txt
tileset/tilesetNdecals.txt
tileset/tilesetN_enum.txt

The tileset also needs to be added to the base game's mp/addon.lev, the datasets should be called MULTI_CAM_N, MULTI_T2_CN, and MULTI_T3_CN, where N is the tileset number; they should point to some sort of wrf file (for example vidmemN.wrf) that will load the necessary terrain textures and tertilescNhw for TERTILES (in fact TERTILES in the .wrf file is the only way for the game to guess which tileset is being used).

See http://forums.wz2100.net/viewtopic.php?f=32&t=9695#p107861 for an example of a map-mod that injects and uses tileset 4; it doesn't touch addon.lev though, it needs to be patched separately (the exact patch is in the same thread, but of course it's not to be applied unless the new tileset actually appears).

The patch is applicable to both 3.1 and master, i think.


Issue migrated from trac:3608 at 2022-04-16 09:57:29 -0700

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wzdev-ci commented Jul 8, 2012

NoQ edited the issue description

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wzdev-ci commented Jul 8, 2012

NoQ edited the issue description

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wzdev-ci commented Jul 8, 2012

NoQ commented


Ok, i'd better not do multiple water colors by now, need to think a bit more, maybe next time.

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wzdev-ci commented Jul 8, 2012

NoQ edited the issue description

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wzdev-ci commented Jul 8, 2012

NoQ changed _comment0 which not transferred by tractive

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wzdev-ci commented Jul 8, 2012

NoQ changed _comment1 which not transferred by tractive

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wzdev-ci commented Jul 8, 2012

NoQ commented


This last version of the patch extends the one posted earlier by including the following extra changes:

  • fix that allows using multiple seabed and cliff textures, relying on tile types rather than on ground type names
  • fix for the "water climbing cliffs" trouble observed on many maps, water is outlined exactly now and never intersects with cliffs
  • separation of rocky mountains light snow cliffs from rocky mountains heavy snow cliffs into different ground types, necessary as long as all sorts of cliffs are now rendered exactly, so that not to have too much snow cliffs

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wzdev-ci commented Jul 9, 2012

NoQ commented


In the v5 patch, rocky mountains looks changes considerably due to improved cliff rendering. I suggest, in addition to this patch, re-using the now-unused old rocky mountains gravel texture as page-110-light-snowcliff-rockies.png for r_snowcliff in tertliesc3hwGtype.txt (also needs to be added to vidmem3.wrf in campaign and skirmish). This makes snowcliffs a bit lighter than regular cliffs, not too light as they are in v5 where i use gravel snow texture for this, and i like how it looks on most of the maps: close to what we have now, but even better.

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wzdev-ci commented Jul 9, 2012

NoQ uploaded file extended-tilesets-final.patch (14.6 KiB)

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wzdev-ci commented Jul 9, 2012

NoQ uploaded file page-110-light-snowcliff-rockies.png (562.0 KiB)

Just in case somebody doesn't have it
page-110-light-snowcliff-rockies.png

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wzdev-ci commented Jul 9, 2012

NoQ changed _comment0 which not transferred by tractive

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wzdev-ci commented Jul 9, 2012

NoQ commented


In the final version i included the change in the previous commit and made one more change in ground voting: now in a case of equal number of votes a tile with smaller ground type is prioritized, instead of the first encountered one. This puts snow cliffs pretty much back to normal, right now i don't see any regressions with this patch compared to the base game, hence "final".

Note: this also makes terrain more deterministic and symmetric, allows more accurate map making.

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NoQ commented


#3621 needs to be resolved before this patch is applied, and rocky ground types need to be carefully merged, prioritizing changes from this patch compared to the tileset before the patch in #3621.

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wzdev-ci commented Aug 8, 2012

Per commented


Some of the changes here look obviously correct.

Where does the new tile page come from?

Can you put the new tileset support in its own, separate patch?

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wzdev-ci commented Aug 8, 2012

NoQ commented


The new tile is the one previously used for rocky gravel, until substituted by the new tile specially made by Mangust for 3.1_beta11 (merged together with mysteryem's new sand and Jorzi's cliff decals), so now it's unused, and it's not really new.

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wzdev-ci commented Aug 9, 2012

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Per changed status from new to closed

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Per changed resolution from `` to fixed

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