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Difference between revisions of "Map climates.tga"

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(top, tailing and de-personalising, original version by GrnEyedDvl)
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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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[[Image:Map_climates.png|right|Part of M2TW map_climates.tga]]
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==Overview==
1. low fertile
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The map_climates.tga is the tga that controls both the type of texture used for each ground_type displayed on the campaign map and on 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
 
  
4. dense forest
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==Illustrations of Vanilla Campaign Map Textures==
 
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The following images were supplied to illustrate the effects available by editing map_climates.tga with the [[vanilla]] texture files.
5. sparse forest
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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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6. hills
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:1. low fertile
 
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:2. medium fertile
7. impassable
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:3. high fertile
 
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:4. dense forest
8. mountains high
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:5. sparse forest
 
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:6. hills
9. mountains low
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:7. impassable
 
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:8. mountains high
10. wilderness
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:9. mountains low
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:10. wilderness
 
   
 
   
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.
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In the vanilla game swamp and beach always look the same no matter what climate is used. Impassable has a few different looks but not many. The pictures that follow separate the climate types so they are easier to see, and insert deciduous forest a couple of different times for a line break.
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:''The pictures below were supplied by [[GrnEyedDvl]]'':
 
   
 
   
 
http://www.twmodsquad.com/img/climates.jpg
 
http://www.twmodsquad.com/img/climates.jpg
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http://www.twmodsquad.com/img/climate10.jpg
 
http://www.twmodsquad.com/img/climate10.jpg
  
'''GrnEyedDvl'''
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==Adding Variation to the Textures Displayed==
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The textures displayed on the campaign map (see above illustrations) 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.
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==See Also==
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*[[map_ground_types.tga]]
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[[Category:Modding]]
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[[Category:RTWModding]]
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[[Category:MTW2Modding]]
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[[Category:Map Modification]]

Revision as of 12:26, 8 September 2007

Part of M2TW map_climates.tga

Overview

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


Illustrations of Vanilla Campaign Map Textures

The following images were supplied to illustrate the effects available by editing map_climates.tga with the vanilla texture files. 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.

1. low fertile
2. medium fertile
3. high fertile
4. dense forest
5. sparse forest
6. hills
7. impassable
8. mountains high
9. mountains low
10. wilderness

In the vanilla game swamp and beach always look the same no matter what climate is used. Impassable has a few different looks but not many. The pictures that follow separate the climate types so they are easier to see, and insert deciduous forest a couple of different times for a line break.

The pictures below were supplied by GrnEyedDvl:

climates.jpg


climate1.jpg


climate2.jpg

climate3.jpg


climate4.jpg


climate5.jpg

climate6.jpg

climate7.jpg

climate8.jpg


climate9.jpg


climate10.jpg

Adding Variation to the Textures Displayed

The textures displayed on the campaign map (see above illustrations) 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.

See Also