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
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:
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?
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}
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?
Have you got the right path to the image file?
Does the file have an extension (like .png)?
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
http://www.wesnoth.org/forum/viewtopic. ... 750#282750
- Casual User
- Posts: 475
- Joined: March 11th, 2005, 5:05 pm