Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Map climates.tga

From TWC Wiki
Revision as of 12:50, 8 September 2007 by Makanyane (talk | contribs)
Jump to navigationJump to search
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.


Illustrations of Vanilla Campaign Map Textures

Note: All of the images in this section currently are from Medieval II: Total War

The following images were supplied to illustrate the effects available by editing map_climates.tga with the vanilla texture files. The actual texture that is used is determined by the combination of climate and ground_type, which calls the tga referenced in descr_aerial_map_ground_types.txt.

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.

Key to Ground Types:

1. low fertile
2. medium fertile
3. high fertile
4. dense forest
5. sparse forest
6. hills
7. impassable (note not available in RTW)
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.

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 that are controlled from Descr_daytypes.txt, these 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.

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

See Also

YOU can help us improve this Wiki! ~ Look for ways to help and editing advice. ~ If you need further advice, please post here.