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Difference between revisions of "Land-bridges"

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(Land Bridges in M2TW)
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The map_heights.tga method above can also be used however it is more difficult to tell in advance if the land-bridge will work as a [[corrected_regions.tga]] is not generated in M2TW.  The old RTW method does have the advantage of not showing up as a bright green line on the campaign map.  However, this green line can be removed by creating a blank model and texture for it.
 
The map_heights.tga method above can also be used however it is more difficult to tell in advance if the land-bridge will work as a [[corrected_regions.tga]] is not generated in M2TW.  The old RTW method does have the advantage of not showing up as a bright green line on the campaign map.  However, this green line can be removed by creating a blank model and texture for it.
  
See also [http://www.twcenter.net/forums/showthread.php?p=8393125#post8393125 - Tutorial-Landbridges]
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See also [http://www.twcenter.net/forums/showthread.php?p=8393060#post8393060 - Tutorial-Landbridges]
  
  

Revision as of 13:51, 6 November 2010

Land Bridges in RTW

The only thing you need to adjust to make the land bridge work is map_heights.tga.

Map_ground_types.tga is only relevant in making sure you don't have forest or mountains in way that would block the path. Map_heights.hgt is not required in 1.5 or 1.6. Map_regions.tga does not control the coastline.

To adjust map_heights to make a land bridge you need to realise that only the pixels with completely odd numbered co-ordinates control what turns up as land or sea pixels in map_regions (map regions being half the size). To make a land bridge you need to get map_heights to generate a corrected_regions.tga which has the corners of two pixels from each island touching. The corrected_regions.tga is the 'real' map_regions that the game uses, trying to re-draw the coast on your map_regions won't change anything as heights controls the coastline entirely.

For example a land bridge from a modded map:
mapheightslbih7.jpg
The two pixels marked in red are co-ordinates 33,195 and 35,195 they are the ones that make the land bridge because in the corrected_regions.tga they give:
mapregionslbyl5.jpg
the two diagonal corners touching.

You can create something that looks close enough to make land bridge in heights but if you don't have the two odd numbered co-ordinates it won't work.

The land pixels in map_heights do have to be 1,1,1 or lighter (not 0,0,0) but they can be lighter and the sea darker that doesn't effect the creation of the land-bridge only the appearance of the map, the presence of the other land/sea pixels on the even or odd/even pixels doesn't effect where units can walk only what coastline looks like.

Land Bridges in M2TW

In Medieval II: Total War the ability to add long land-bridges has been added. They are shown as green lines (RGB 0,255,0) on the map_features.tga.

The line of the land bridge should be only 1 pixel wide.

The map_heights.tga method above can also be used however it is more difficult to tell in advance if the land-bridge will work as a corrected_regions.tga is not generated in M2TW. The old RTW method does have the advantage of not showing up as a bright green line on the campaign map. However, this green line can be removed by creating a blank model and texture for it.

See also - Tutorial-Landbridges