Introducing Eleazar's Custom Terrains (for scenario design)
Moderator: Forum Moderators
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Introducing Eleazar's Custom Terrains (for scenario design)
Herein shall i post terrain files and the neccesarry code to make them work.
We've basicly run out of terrain letters, but every campaign can have custom terrains. These are offered for the consideration of the campaign designers. I'm not especially looking for criticism or advice, i'm hoping this thread will be a source of alternate terrains. Maybe when we get a new terrain engine this will become normal instead of custom terrains.
Edit: I guess it was silly to expect to introduce terrains without discussion and modification. I'll introduce terrain here, and once perfected, post to another yet-to-be-created thread for easy perusal.
We've basicly run out of terrain letters, but every campaign can have custom terrains. These are offered for the consideration of the campaign designers. I'm not especially looking for criticism or advice, i'm hoping this thread will be a source of alternate terrains. Maybe when we get a new terrain engine this will become normal instead of custom terrains.
Edit: I guess it was silly to expect to introduce terrains without discussion and modification. I'll introduce terrain here, and once perfected, post to another yet-to-be-created thread for easy perusal.
Last edited by Eleazar on November 16th, 2005, 2:00 pm, edited 1 time in total.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
The Great Tree
The concept behind this one is that elvish cities are frequently associated with huge trees. (like the Mallorns in LOTR) I've created 3 variants, and the following WML works in nearly all situation. (Does weird things with the canyon)
OK, campaign designers get to use 3 terrain designations of their own, "x", "y", and "z". I'm going to assume you pick "x."
1) Add this at the end of the terrain.cfg file.
2) in terrain-graphics.cfg file:
2a) Somewhere amongst the other "{SHEX ..........}" lines add:
2b) Add your terrain character "x" to these lines like so:
2c) Then towards the very bottom of the file add the character to these lines:
Now you have a really big tree.
The concept behind this one is that elvish cities are frequently associated with huge trees. (like the Mallorns in LOTR) I've created 3 variants, and the following WML works in nearly all situation. (Does weird things with the canyon)
OK, campaign designers get to use 3 terrain designations of their own, "x", "y", and "z". I'm going to assume you pick "x."
1) Add this at the end of the terrain.cfg file.
Code: Select all
[terrain]
symbol_image=Great-tree-icon
id=great-tree
name= _ "Great Tree"
char="x"
[/terrain]
2a) Somewhere amongst the other "{SHEX ..........}" lines add:
Code: Select all
#Single hex Great-tree
{SHEX x overlay 33 Great-tree3}
{SHEX x overlay 25 Great-tree2}
{SHEX x overlay 100 Great-tree1}
Code: Select all
{TERRAIN_BASE_PROB gfx grassland-r1 20}
{TERRAIN_BASE_PROB gfx grassland-r2 20}
{TERRAIN_BASE_PROB gfx grassland-r3 20}
{TERRAIN_BASE gfx grassland-r4}
Code: Select all
{TERRAIN_ADJACENT -189 ftgvXx ks grassland-to-water}
{TERRAIN_ADJACENT -190 ftgvXx cZp\|/ grassland-to-water}
{TERRAIN_ADJACENT -191 ftgvXx s grassland-to-water}
- Attachments
-
- Great-tree.zip
- all great tree image files
- (64.25 KiB) Downloaded 761 times
-
- An elven city from "South Guard" modified with Great Trees.
- Great-tree-example.jpg (85.02 KiB) Viewed 8624 times
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
So, those are perfect for A Desperate Errand, and I'd like to include them (though I may do some color shifting? Make it more golden) Where do I include the terrain wml? Does it go in my campaign .cfg file or in the individual scenario?
Can I have three custom terrains per scenario, or per campaign?
It looks great! I can't wait to see it in the elven city!
- b.
Can I have three custom terrains per scenario, or per campaign?
It looks great! I can't wait to see it in the elven city!
- b.
La perfection est atteinte non quand il ne reste rien àajouter, mais quand il ne reste rien àenlever. - Antoine de Saint Exupery (of course)
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Nrg. You're right, Jetryl. That's what i get for pointing out the exact same problem with Frame's newest texture.
Aelius, I don't have first-hand information on this but, UtBS places the 2 terrain CFGs in a "misc" folder. I was mostly lucky in figuring out the WML for these trees. I don't know if you can define custom terrains on a scenario basis. You are, of course, welcome to colorshift them. The reason i chose your map was it was the elven city i'd most recently played. i'll post some feedback when i've played further.
Aelius, I don't have first-hand information on this but, UtBS places the 2 terrain CFGs in a "misc" folder. I was mostly lucky in figuring out the WML for these trees. I don't know if you can define custom terrains on a scenario basis. You are, of course, welcome to colorshift them. The reason i chose your map was it was the elven city i'd most recently played. i'll post some feedback when i've played further.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
No worries. My attitude in writing that would have been more clear if i had included a winking emoticon. I know i make mistakes, and appreciate it when they are clearly pointed out to me.Jetryl wrote:Ach, I could have worded that better.
You make mistakes, I make mistakes - heck, we're all in this together, watching each other's blind spots.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Hm. I'm going to use that Great Tree - where exactly should I put that WML?
(I know I'm a WML guy, but I am still confused by all the terrain stuff).
(I know I'm a WML guy, but I am still confused by all the terrain stuff).
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
The "Generic Campaign Layout" (which I think was fixed recently) has some stuff about custom terrains in it... perhaps it still applies? Can't say I've ever made a custom scenario, but the WML there looked valid.turin wrote:Hm. I'm going to use that Great Tree - where exactly should I put that WML?
EDIT: you can probably put the code anywhere, but you should only need the "x" in these lines:
Code: Select all
{TERRAIN_BASE_PROB x grassland-r1 20}
{TERRAIN_BASE_PROB x grassland-r2 20}
{TERRAIN_BASE_PROB x grassland-r3 20}
{TERRAIN_BASE x grassland-r4}
{TERRAIN_ADJACENT -189 x ks grassland-to-water}
{TERRAIN_ADJACENT -190 x cZp\|/ grassland-to-water}
{TERRAIN_ADJACENT -191 x s grassland-to-water}
Yeah - I'm currently trying to figure out all this terrain WML s*** so I can make better roads .
Well, I'm having the tree function as alias of cavewall. This is the code I currently use:
In my custom 'terrain.cfg':
in my custom 'terrain_graphics.cfg':
The great tree appears to work when I do that. Is there a reason I am missing that I should change the "gfx" to "x" (the letter for the great tree) in the "TERRAIN_BASE" macros?
In my custom 'terrain.cfg':
Code: Select all
# the tree terrain (since the maps are smaller & all)
[terrain]
symbol_image=great-tree-icon
id=great-tree
name= _ "Tree"
char="x"
[/terrain]
Code: Select all
#Single hex Great-tree
{SHEX x overlay 33 great-tree3}
{SHEX x overlay 25 great-tree2}
{SHEX x overlay 100 great-tree1}
{TERRAIN_BASE_PROB gfx grassland-r1 20}
{TERRAIN_BASE_PROB gfx grassland-r2 20}
{TERRAIN_BASE_PROB gfx grassland-r3 20}
{TERRAIN_BASE gfx grassland-r4}
{TERRAIN_ADJACENT -189 ftgvXx ks grassland-to-water}
{TERRAIN_ADJACENT -190 ftgvXx cZp\|/ grassland-to-water}
{TERRAIN_ADJACENT -191 ftgvXx s grassland-to-water}
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
-
- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
When several terrain letters are given as a parameter it means the macro is applied on each of them individually. It's basicly just a more compact syntax.turin wrote:Well, I'm having the tree function as alias of cavewall. This is the code I currently use:
In my custom 'terrain.cfg':
in my custom 'terrain_graphics.cfg':Code: Select all
# the tree terrain (since the maps are smaller & all) [terrain] symbol_image=great-tree-icon id=great-tree name= _ "Tree" char="x" [/terrain]
The great tree appears to work when I do that. Is there a reason I am missing that I should change the "gfx" to "x" (the letter for the great tree) in the "TERRAIN_BASE" macros?Code: Select all
#Single hex Great-tree {SHEX x overlay 33 great-tree3} {SHEX x overlay 25 great-tree2} {SHEX x overlay 100 great-tree1} {TERRAIN_BASE_PROB gfx grassland-r1 20} {TERRAIN_BASE_PROB gfx grassland-r2 20} {TERRAIN_BASE_PROB gfx grassland-r3 20} {TERRAIN_BASE gfx grassland-r4} {TERRAIN_ADJACENT -189 ftgvXx ks grassland-to-water} {TERRAIN_ADJACENT -190 ftgvXx cZp\|/ grassland-to-water} {TERRAIN_ADJACENT -191 ftgvXx s grassland-to-water}
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
No, you're supposed to ADD "x" to the "gf" that's already there. Those line cause grassland images to be drawn when the terrain type is grassland, forest, or Great tree.turin wrote: in my custom 'terrain_graphics.cfg':
The great tree appears to work when I do that. Is there a reason I am missing that I should change the "gfx" to "x" (the letter for the great tree) in the "TERRAIN_BASE" macros?Code: Select all
#Single hex Great-tree {SHEX x overlay 33 great-tree3} {SHEX x overlay 25 great-tree2} {SHEX x overlay 100 great-tree1} {TERRAIN_BASE_PROB gfx grassland-r1 20} {TERRAIN_BASE_PROB gfx grassland-r2 20} {TERRAIN_BASE_PROB gfx grassland-r3 20} {TERRAIN_BASE gfx grassland-r4} {TERRAIN_ADJACENT -189 ftgvXx ks grassland-to-water} {TERRAIN_ADJACENT -190 ftgvXx cZp\|/ grassland-to-water} {TERRAIN_ADJACENT -191 ftgvXx s grassland-to-water}
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Hmm, I assumed turin meant the tree would be used in a custom campaign / scenario. The quickest way to make the tree work on your own copy of wesnoth would be to add the x to those lines in your terrain-graphics.cfg. If you add the lines to a separate .cfg file though (like My_Campaign/data/my_terrain-graphics.cfg), you will only need the 'x', as the original lines will continue to apply .
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Yobbo, you're picking up on this terrain WML pretty fast. i didn't know you could have a additional terrain WML file for campaigns, but i'm glad you can.
My grasp of it Terrain WML is gradually growing, but quite limited. I should have said to Turin, "this is what i did" not "this is what you should do"
My grasp of it Terrain WML is gradually growing, but quite limited. I should have said to Turin, "this is what i did" not "this is what you should do"
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity