Additional tilesets support #3608
Comments
NoQ edited the issue description |
1 similar comment
NoQ edited the issue description |
NoQ commented Ok, i'd better not do multiple water colors by now, need to think a bit more, maybe next time. |
NoQ edited the issue description |
NoQ changed _comment0 which not transferred by tractive |
NoQ changed _comment1 which not transferred by tractive |
NoQ commented This last version of the patch extends the one posted earlier by including the following extra changes:
|
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. |
NoQ uploaded file |
NoQ uploaded file |
NoQ changed _comment0 which not transferred by tractive |
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. |
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? |
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. |
NoQ commented Done with splitting out the bugfix part of the patch. https://github.com/haoNoQ/warzone2100/commit/41d2df699d0394d589e1ba0c321133c404209e47 water fix https://github.com/haoNoQ/warzone2100/commit/9b03f8d48aa1bc10c58d7e81c7d70599c06d5b77 ground fix |
Per changed status from |
Per changed resolution from `` to |
resolution_fixed
type_patch (an actual patch, not a request for one)
| by NoQI 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:
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
The text was updated successfully, but these errors were encountered: