Qs regarding Ggf terrain
Moderator: Forum Moderators
Forum rules
- Please use [code] BBCode tags in your posts for embedding WML snippets.
- To keep your code readable so that others can easily help you, make sure to indent it following our conventions.
Qs regarding Ggf terrain
Hi,
It looks the Ggf terrain (sparkling flat) has been gone on 1.9/1.10, then not supported on 1.11 anymore. Could anyone tell me why it is not supported on 1.11? It seems all my campaigns don’t work on 1.11 because of it. It is not a big deal. All I need is just to edit the maps, but I am just curious because the terrain is kind of nice for a particular spot on the maps.
Thanks
It looks the Ggf terrain (sparkling flat) has been gone on 1.9/1.10, then not supported on 1.11 anymore. Could anyone tell me why it is not supported on 1.11? It seems all my campaigns don’t work on 1.11 because of it. It is not a big deal. All I need is just to edit the maps, but I am just curious because the terrain is kind of nice for a particular spot on the maps.
Thanks
Last edited by SkyOne on April 10th, 2013, 4:53 pm, edited 3 times in total.
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Re: Ggf terrain
It's been deprecated. You should now use the
^Efm
overlay (so, in your case, probably Gg^Efm
).UMC Story Images — Story images for your campaign!
Re: Ggf terrain
Yes! That is all. Thank you, Crendgrim.
In the next few weeks, I will probably miss the map editor...

In the next few weeks, I will probably miss the map editor...
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
-
- Inactive Developer
- Posts: 2461
- Joined: August 15th, 2008, 8:46 pm
- Location: Germany
Re: Ggf terrain (solved quickly by Crendgrim)
The real problem comes in case you were using the flowerish grass combined with ^lit, in which case the overlay layer for lit is now consumed by the core terrain already.
Yet another case of a clueless transformation of a former core terrain into a custom one...
EDIT
Actually, it's ^li, the lightbeam overlay. I had some lit grass with flowers in a cave, so there's grass and flowers because some light shines through.
Yet another case of a clueless transformation of a former core terrain into a custom one...

EDIT
Actually, it's ^li, the lightbeam overlay. I had some lit grass with flowers in a cave, so there's grass and flowers because some light shines through.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
- Alarantalara
- Art Contributor
- Posts: 789
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Ggf terrain (solved quickly by Crendgrim)
As far as I know, this is the first time any terrain has been removed from core (Qv and Do were also removed, but neither was around for more than one minor development release so probably do not apply here.)Anonymissimus wrote:The real problem comes in case you were using the flowerish grass combined with ^lit, in which case the overlay layer for lit is now consumed by the core terrain already.
Yet another case of a clueless transformation of a former core terrain into a custom one...
Re: Qs regarding to Ggf terrain
Thanks, Anonymissimus and Alarantalara.
Now I decided to install ex-Ggf terrain as a custom terrain into own campaign by using terrain code Ggy. Well, actually it has been installed already on FoaP campaign that has recently been updated. However, it is not exactly the same way as one on 1.8 or before. I mean that the terrain always shows the shape of a hex. Another word, the edge of the terrain is not really customized like one on 1.8 even the next hex is a grass.
For example, in the case of using the overlay, ^Emf, it shows larger than the actual hex-size to make it look smooth on the map if the next terrain is a grass. But the ex-Ggf uses to shrink if the next terrain is a grass to make the edges look nice, and that is what I want to do at this time (the same way as one on 1.8 or before).
Could anyone tell me how the code should be? The macros on terrain-graphic folder really make me confuse...
The code is currently (different from one on the server, by the way):and these are terrain-images I am using: EDIT: I should have posted this one on terrain.cfg:
Thanks
Now I decided to install ex-Ggf terrain as a custom terrain into own campaign by using terrain code Ggy. Well, actually it has been installed already on FoaP campaign that has recently been updated. However, it is not exactly the same way as one on 1.8 or before. I mean that the terrain always shows the shape of a hex. Another word, the edge of the terrain is not really customized like one on 1.8 even the next hex is a grass.
For example, in the case of using the overlay, ^Emf, it shows larger than the actual hex-size to make it look smooth on the map if the next terrain is a grass. But the ex-Ggf uses to shrink if the next terrain is a grass to make the edges look nice, and that is what I want to do at this time (the same way as one on 1.8 or before).
Could anyone tell me how the code should be? The macros on terrain-graphic folder really make me confuse...
The code is currently (different from one on the server, by the way):
Code: Select all
{TERRAIN_BASE_RANDOM Ggy flat/grass-flowers}
Code: Select all
[terrain_type]
symbol_image=flat/grass-flowers
id=grass_flowers
name= _ "Grassland"
editor_name= _ "Grassland Flowers"
string=Ggy
aliasof=Gt
#default_base=Gg
editor_group=foap
[/terrain_type]
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
- Alarantalara
- Art Contributor
- Posts: 789
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Qs regarding to Ggf terrain
You'll be wanting to look at the transitions section of 1.10 then.
Something like this line from there should cover what you want (assuming the grass/green-xxx.png files remain — they all have some combination of n,s,ne,nw,se,sw in their name)
Alternately, you could use the abrupt,long, or medium ones that the rest of the grass uses.
Something like this line from there should cover what you want (assuming the grass/green-xxx.png files remain — they all have some combination of n,s,ne,nw,se,sw in their name)
Code: Select all
{TRANSITION_COMPLETE_LF (!,Ggf) Ggf -274 flower-transition grass/green}
Re: Qs regarding to Ggf terrain
Thanks, Alarantalara.
I was not clear. I am developing it on 1.10 first, so all what I said on my previous post were on 1.10. (I sometimes care a small thing on my campaigns.) For example, this is from The Unstoppable Legion campaign on 1.10: and this is from the map editor on 1.8: I should probably draw some overlays myself, though, for the variations of flowers if I can find a right way to do. It seems better than digging up the old macros, and sticking to the removed terrains, not only for me, but also for BfW...
I actually have another question about drake village terrains.
There are five drake-village variations to appear on the map editor, and it seems they show randomly. Are there any ways to determine each village to show on the map editor, instead of putting different ID to each terrain? For example, using some kinds of command keys, or etc.. On older versions of BfW, we can make it if we keep clicking (I mean it uses to be flexible), but it seems only the same village shows on recent BfW if the hex is the same...
Thanks
I was not clear. I am developing it on 1.10 first, so all what I said on my previous post were on 1.10. (I sometimes care a small thing on my campaigns.) For example, this is from The Unstoppable Legion campaign on 1.10: and this is from the map editor on 1.8: I should probably draw some overlays myself, though, for the variations of flowers if I can find a right way to do. It seems better than digging up the old macros, and sticking to the removed terrains, not only for me, but also for BfW...
I actually have another question about drake village terrains.
There are five drake-village variations to appear on the map editor, and it seems they show randomly. Are there any ways to determine each village to show on the map editor, instead of putting different ID to each terrain? For example, using some kinds of command keys, or etc.. On older versions of BfW, we can make it if we keep clicking (I mean it uses to be flexible), but it seems only the same village shows on recent BfW if the hex is the same...
Thanks
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
- Alarantalara
- Art Contributor
- Posts: 789
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Qs regarding to Ggf terrain
The rest of the grass was completely redrawn and it doesn't match that in the Ggf images. You would have to redraw them yourself if you wanted the same level of connection to the surrounding terrain.
Re: Qs regarding to Ggf terrain
Thank you, Alarantalara.
I kind of have succeeded to draw and to install additional flower-mixed overlays. Combining with default "^Efm" makes maps beautiful enough
:
But I am just curious: could you or anyone tell me what the role of the "flower-purple.png" on the terrain-overalys, ^Efm?
I have not drawn it yet, but it seems they are fine without flower-red.png...
Thanks
(edited to replace the image.)
I kind of have succeeded to draw and to install additional flower-mixed overlays. Combining with default "^Efm" makes maps beautiful enough

Spoiler:
I have not drawn it yet, but it seems they are fine without flower-red.png...
Thanks
(edited to replace the image.)
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
Northern Forces - now on 1.12 server