WML for terrain graphics in 1.3

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Casual User
Posts: 475
Joined: March 11th, 2005, 5:05 pm

WML for terrain graphics in 1.3

Post by Casual User »

While transplanting a 1.2 campaign for 1.3, I have run into problem with custom terrain.

Anyway, the code I'm using now is:

Code: Select all

[terrain]
symbol_image=cavewall
id=wall
name= _ "Wall"
char=z
string=z
aliasof=Xu
[/terrain]
{TERRAIN_BASE z interior}
{DISABLE_TRANSITIONS z}
{TERRAIN_ADJACENT_CORNER z !z !z 52,76 interior-convex}
{TERRAIN_ADJACENT_CORNER !z z z 56,68 interior-concave}
Unsurprisingly, it doesn't work as it is only the 1.2 code to which I've added 'string=z' (and changed the aliasof tag).

Problem is, I don't know how to make it work. The new terrain appears, its game-related properties are fine, but the game shows neither graphics nor transitions (basically it looks as if it had the same graphics as 'void').

Any help?
sjl
Posts: 48
Joined: June 1st, 2006, 4:47 pm
Location: Weldyn

Post by sjl »

Have you got the right path to the image file?
Does the file have an extension (like .png)?
Writer of "Capturing Mar'Than" - see the thread at:
http://www.wesnoth.org/forum/viewtopic. ... 750#282750
User avatar
Casual User
Posts: 475
Joined: March 11th, 2005, 5:05 pm

Post by Casual User »

sil wrote:Have you got the right path to the image file?
Does the file have an extension (like .png)?
The path and files worked fine in 1.2...

It could be the path, but only if the terrain-graphics structure or macros have changed in a non-trivial way since 1.2.
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