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Difference between revisions of "Map climates.tga"

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After playing around with map_climates I thought I would post some images since there arent very many details to be found about it. I took each ground_type and overlaid it with each type of climate. There are several images, one with each type/climate laid out side by side then a larger image of each ground_type with a strip of climate through it.
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{{DISPLAYTITLE:map_climates.tga}}
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<div style="opacity:0.8; float:right; padding-bottom: 1em;">[[File:RTW Modding watermark.png|link=Rome: Total War - Modding Index|RTW Modding Index]]</div><br>
1. low fertile
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[[Image:Map_climates.png|right|Part of M2TW map_climates.tga]]
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==Overview==
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The map_climates.tga is the map tga that controls both the type of texture used for each ground_type displayed on the campaign map and also controls various elements of the [[battle map]].
  
2. medium fertile
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Map_climates.tga will be found in the ''data/world/maps/base'' folder of a [[vanilla]] installation, it may also be placed in the ''data/world/maps/campaign/campaign_name'' folder if the other map files are copied there as well.  
  
3. high fertile
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Certain climates are hardcoded to have a snow effect in winter, whilst others do not.  This can be changed visually by altering [[descr_aerial_map_ground_types.txt]] references, but the game will still associate 'snow' movement and unit penalties/bonuses with that climate in winter.
  
4. dense forest
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The climate used also determines the type of tree displayed on both the campaign and battle maps.
  
5. sparse forest
 
  
6. hills
 
  
7. impassable
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The textures displayed on the campaign map can be varied by changing the textures referenced in [[descr_aerial_map_ground_types.txt]].  In the vanilla game many combinations of climate and ground_type reference the same texture .tga, if additional tga's are available they can be added for selected combinations to enhance variety.
  
8. mountains high
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==Colour==
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The colours are actually listed in descr_climates.txt so could be changed, but to keep modded files interchangeable it is best to use the 'standard' colours, M2TW names are given in brackets where different:
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*test_climate (mediterranean) - RGB 236 0 140
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*sandy_desert - RGB 102 45 145
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*rocky_desert - RGB 146 39 143
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*temperate_grassland_fertile (unused1)- RGB 237 20 91
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*temperate_grassland_infertile (steppe)- RGB 237 28 36
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*temperate_forest_open (temperate_deciduous_forest) - RGB 242 101 34
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*temperate_forest_deep (temperate_coniferous_forest) - RGB 247 148 29
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*swamp (unused2) - RGB 255 242 0
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*highland - RGB 141 198 63
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*alpine - RGB 57 181 74
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*sub_artic (tropical) - RGB 0 166 81
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*semi_arid - RGB 0 114 188
  
9. mountains low
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==Effect of Climates on Battle Map==
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The climate defined by this file for a particular location on the campaign map controls a variety of effects on the battle map this includes the weather and cloud effects.  In RTW these are controlled from [[descr_daytypes.txt]], and are set by climate and by season.  The weather effects change both the appearance of the battle-field and lighting and the effectiveness of battle play.  Visibility can be severely affected by weather.  Typically desert areas are prone to dust storms and northern areas prone to blizzards.  
  
10. wilderness
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The textures used for the battle map ground surface are also determined by climate.   
 
swamp and beach always look the same no matter what climate is used. impassable has a few different looks but not many. I tried to separate the climate types so they are easier to see, and I inserted deciduous forest a couple of different times for a line break.
 
 
http://www.twmodsquad.com/img/climates.jpg
 
 
 
http://www.twmodsquad.com/img/climate1.jpg
 
 
 
 
http://www.twmodsquad.com/img/climate2.jpg
 
 
http://www.twmodsquad.com/img/climate3.jpg
 
 
 
http://www.twmodsquad.com/img/climate4.jpg
 
 
 
http://www.twmodsquad.com/img/climate5.jpg
 
 
http://www.twmodsquad.com/img/climate6.jpg
 
 
http://www.twmodsquad.com/img/climate7.jpg
 
 
http://www.twmodsquad.com/img/climate8.jpg
 
 
   
 
http://www.twmodsquad.com/img/climate9.jpg
 
 
 
http://www.twmodsquad.com/img/climate10.jpg
 
  
'''GrnEyedDvl'''
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In RTW the weather conditions in the [[descr_daytypes.txt]] file also reference sound files, so ambient sounds can also be varied by climate.
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==Rome Remastered==
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The Remastered game has some additional detail for example, in the sandy_desert section:
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  dust_color summer 175 139 88  winter 175 139 88
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  mud_color  summer 140 109 80  winter 140 109 80
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  mountain summer sandy_desert
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  mountain winter sandy_desert
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  coarse_detail sandy_desert
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  far_coarse_detail summer sandy_desert
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  far_coarse_detail winter sandy_desert
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==See Also==
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*[[map_ground_types.tga]]
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[[Category:RTW Campaign Map Modding]]
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[[Category:M2TW Campaign Map Modding]]
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[[Category:RTW Files]]
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[[Category:M2TW Files]]

Latest revision as of 05:10, 28 September 2021

RTW Modding Index


Part of M2TW map_climates.tga

Overview

The map_climates.tga is the map tga that controls both the type of texture used for each ground_type displayed on the campaign map and also controls various elements of the battle map.

Map_climates.tga will be found in the data/world/maps/base folder of a vanilla installation, it may also be placed in the data/world/maps/campaign/campaign_name folder if the other map files are copied there as well.

Certain climates are hardcoded to have a snow effect in winter, whilst others do not. This can be changed visually by altering descr_aerial_map_ground_types.txt references, but the game will still associate 'snow' movement and unit penalties/bonuses with that climate in winter.

The climate used also determines the type of tree displayed on both the campaign and battle maps.


The textures displayed on the campaign map can be varied by changing the textures referenced in descr_aerial_map_ground_types.txt. In the vanilla game many combinations of climate and ground_type reference the same texture .tga, if additional tga's are available they can be added for selected combinations to enhance variety.

Colour

The colours are actually listed in descr_climates.txt so could be changed, but to keep modded files interchangeable it is best to use the 'standard' colours, M2TW names are given in brackets where different:

  • test_climate (mediterranean) - RGB 236 0 140
  • sandy_desert - RGB 102 45 145
  • rocky_desert - RGB 146 39 143
  • temperate_grassland_fertile (unused1)- RGB 237 20 91
  • temperate_grassland_infertile (steppe)- RGB 237 28 36
  • temperate_forest_open (temperate_deciduous_forest) - RGB 242 101 34
  • temperate_forest_deep (temperate_coniferous_forest) - RGB 247 148 29
  • swamp (unused2) - RGB 255 242 0
  • highland - RGB 141 198 63
  • alpine - RGB 57 181 74
  • sub_artic (tropical) - RGB 0 166 81
  • semi_arid - RGB 0 114 188

Effect of Climates on Battle Map

The climate defined by this file for a particular location on the campaign map controls a variety of effects on the battle map this includes the weather and cloud effects. In RTW these are controlled from descr_daytypes.txt, and are set by climate and by season. The weather effects change both the appearance of the battle-field and lighting and the effectiveness of battle play. Visibility can be severely affected by weather. Typically desert areas are prone to dust storms and northern areas prone to blizzards.

The textures used for the battle map ground surface are also determined by climate.

In RTW the weather conditions in the descr_daytypes.txt file also reference sound files, so ambient sounds can also be varied by climate.

Rome Remastered

The Remastered game has some additional detail for example, in the sandy_desert section:

 dust_color summer 175 139 88  winter 175 139 88
 mud_color  summer 140 109 80  winter 140 109 80
 
 mountain summer sandy_desert
 mountain winter sandy_desert
 coarse_detail sandy_desert
 far_coarse_detail summer sandy_desert
 far_coarse_detail winter sandy_desert

See Also