How to make custom terrains available in the map editor
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- Peter the Great
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Re: How to make custom terrains available in the map editor
AtKen Oh wrote:I still don't know what @ means.
EDIT: O you meant like that?
Last edited by Peter the Great on September 3rd, 2008, 10:29 pm, edited 1 time in total.
Re: How to make custom terrains available in the map editor
if you're looking for details about @:
PreprocessorRef
PreprocessorRef
Re: How to make custom terrains available in the map editor
Am I the only one that found this funny?Zachron wrote:So that means, I could now, theoretically create a cave terrain that consists of a crack with smoke coming out of it, and call it "Smoking Crack," then make it available in the map editor... Now I'm definitely getting 1.5.
I'm just... a guy...
I'm back for now, I might get started on some work again.
I'm back for now, I might get started on some work again.
- Ken_Oh
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Re: How to make custom terrains available in the map editor
Thanks guys. Hope I didn't give my newbness away too much.
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Re: How to make custom terrains available in the map editor
Wait - that was a joke? And here I was already digging out my bong... ;-)A Guy wrote:Am I the only one that found this funny?Zachron wrote:So that means, I could now, theoretically create a cave terrain that consists of a crack with smoke coming out of it, and call it "Smoking Crack," then make it available in the map editor... Now I'm definitely getting 1.5.
what if the Bible's claims about Christ depicted accurate, verifiable history? given some research, you might be surprised at the evidence...
- Gedankenschinder
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Re: How to make custom terrains available in the map editor
Does someone knows this:
I just added some new terrain types to the editor. All this works in the editor, but when I try to load one of the maps in which i used the new terrain types, I get the error message "Illegal Character found in map. The sceanrio cannot be loaded."
I allready had this problem when I tried to use a terrain type from the UtbS-campaign...
I just added some new terrain types to the editor. All this works in the editor, but when I try to load one of the maps in which i used the new terrain types, I get the error message "Illegal Character found in map. The sceanrio cannot be loaded."
I allready had this problem when I tried to use a terrain type from the UtbS-campaign...
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Re: How to make custom terrains available in the map editor
yeah - basically, the problem (I think) is that the editor now recognizes the custom terrain, but the game does not. How are you loading the map? Are you editing a scenario file yourself? 'cause if you are, you can include the code for the terrain into the scenario file (before the [scenario] tag, mind you :-), which should clue the game in to the new terrain.
what if the Bible's claims about Christ depicted accurate, verifiable history? given some research, you might be surprised at the evidence...
- Cernunnos
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Re: How to make custom terrains available in the map editor
talking for 1.4 so maybe i'm out of subject,
for a terrain to be available in the editor:
in terrain.cfg :
(with string, id, name... different than existing tiles)
+ in _final.cfg :
bonus :
excuse me if it's not about the subject.
edit: with this method, the tile is also available in game
for a terrain to be available in the editor:
in terrain.cfg :
Code: Select all
[terrain]
symbol_image=my_path/my_tile
id=my_id
name= _ "My_name"
string=Ua
editor_group=the_one_i_want
[/terrain]
+ in _final.cfg :
Code: Select all
{TERRAIN_BASE Ua my_path/my_tile}
Code: Select all
{TERRAIN_BASE_PROB Ua my_path/my_variation 20}
edit: with this method, the tile is also available in game
"While portrait art may be where Wesnoth gets its glamour, and sprite art may be where Wesnoth gets its zest, it's the terrain art that's so crucial to Wesnoth's polish - it's the canvas that the rest goes on." Sangel
Re: How to make custom terrains available in the map editor
Well I put my custom terrain directly in terrain and terrain-graphics and it works very well in 1.6.5
I did not want to do that. At first I put extra file in the same core directory. It did not work.
It is not the official solution, but it works even if you are not a programmer.
Make a full copy of wesnoth and keep one unaltered version ready.
I did not want to do that. At first I put extra file in the same core directory. It did not work.
It is not the official solution, but it works even if you are not a programmer.
Make a full copy of wesnoth and keep one unaltered version ready.
My Temple Project: http://forums.wesnoth.org/viewtopic.php?f=23&t=29800
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
This is "must-play" campaign! Don´t read the thread, unless you need help. http://forums.wesnoth.org/viewtopic.php?f=8&t=31895
- Eleazar
- Retired Terrain Art Director
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Re: How to make custom terrains available in the map editor
Added some further info to zookeeper's first post.
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
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Re: How to make custom terrains available in the map editor
Somthing about typical mistakes you can make when adding terrain would be helpful.
Also an easy-to-find wiki page about coding graphics with a link to some helpful pages.
for me these pages and files are very helpful
http://wiki.wesnoth.org/TerrainCodesWML
http://wiki.wesnoth.org/TerrainCodeTableWML
(when i want to know the aliasof of a special terrain-type, then i can go to terrain-graphics.cfg and check this file for this aliasof to know how this terrain works)
also a link to the original graphics-files and to terrain.cfg and terrain-graphics.cfg would be helpful
it should declare, what the most used code-segments in terrain-graphics.cfg are used to.
at the moment i have a problem with adding overlays:
i tried everything to solve this, but nothing works
see here: http://forums.wesnoth.org/viewtopic.php?f=21&t=39558
there could be something about possible reasons for such problems
Also an easy-to-find wiki page about coding graphics with a link to some helpful pages.
for me these pages and files are very helpful
http://wiki.wesnoth.org/TerrainCodesWML
http://wiki.wesnoth.org/TerrainCodeTableWML
(when i want to know the aliasof of a special terrain-type, then i can go to terrain-graphics.cfg and check this file for this aliasof to know how this terrain works)
also a link to the original graphics-files and to terrain.cfg and terrain-graphics.cfg would be helpful
it should declare, what the most used code-segments in terrain-graphics.cfg are used to.
at the moment i have a problem with adding overlays:
i tried everything to solve this, but nothing works
see here: http://forums.wesnoth.org/viewtopic.php?f=21&t=39558
there could be something about possible reasons for such problems