Difference between revisions of "Battle Map Buildings - M2TW"
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files and the textures and masks used in that world. These paths can be altered with a hexeditor or using the write and load textfile functions of KnightErrant's world editor programmes. | files and the textures and masks used in that world. These paths can be altered with a hexeditor or using the write and load textfile functions of KnightErrant's world editor programmes. | ||
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Revision as of 00:29, 29 August 2009
Overview
Battlemap settlements and ambient buildings in M2TW are controlled by the .world files in the data/settlements folder.
As yet only limited alterations to the settlement and buildings can be made. A variety of editors have been released by KnightErrant which make elements of the files viewable and modifiable, but to date there is a limitation in that the numbers of elements in each file can not easily be varied.
Discussion and research on this issue has largely taken place in the World Modified thread
File Structure
Which settlement or ambient is called for each specific use is controlled by a .worldpkgdesc file. Each .worldpkgdesc file calls one specific .world file - the .world file name and location is specified inside the .worldpkgdesc file and can be amended with a hex editor.
Each 'world' must have a .worldcollision file - this has to have the same name as the .world file and be located in the same folder - the path to this file cannot be specified separately.
Each .world file contains the names and paths of:
.worldpathfinding
.worldterrain
.animinstances
files and the textures and masks used in that world. These paths can be altered with a hexeditor or using the write and load textfile functions of KnightErrant's world editor programmes.