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.

Difference between revisions of "Battle Map Buildings - M2TW"

From TWC Wiki
Jump to navigationJump to search
(Overview)
m (moved Battlemap buildings - M2TW to Battle Map buildings - M2TW: aargh suppose that's not really a word...)
(No difference)

Revision as of 03:03, 29 August 2009

Overview

Battle map 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. Most of the research findings so far have been discoveries made by Argantonio.

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.