Difference between revisions of "Ground types settlement plan"
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A settlement plan ground_type file can be found under data\settlement_plans\ground_types. It is a .tga file that is used inside a settlement plan, and tells the game what sounds to produce when a soldier walks/runs over that given section. | A settlement plan ground_type file can be found under data\settlement_plans\ground_types. It is a .tga file that is used inside a settlement plan, and tells the game what sounds to produce when a soldier walks/runs over that given section. | ||
− | + | You can paint different colours in here, but thanks to Feral we know what each color means: | |
− | { 255, 255, 255 }, // (use underlay) | + | * { 255, 255, 255 }, // (use underlay) |
− | { 0, 255, 0 }, // grass_short | + | * { 0, 255, 0 }, // grass_short |
− | { 255, 0, 255 }, // mud | + | * { 255, 0, 255 }, // mud |
− | { 171, 160, 0 }, // sand | + | * { 171, 160, 0 }, // sand |
− | { 0, 255, 255 }, // stone_road | + | * { 0, 255, 255 }, // stone_road |
− | { 198, 156, 109 }, // stone_road (walls) | + | * { 198, 156, 109 }, // stone_road (walls) |
− | { 0, 174, 239 }, // stone_road (pavement) | + | * { 0, 174, 239 }, // stone_road (pavement) |
− | { 255, 255, 0 }, // grass_short (wheat field) | + | * { 255, 255, 0 }, // grass_short (wheat field) |
− | { 0, 166, 81 }, // grass_short (vegetation) | + | * { 0, 166, 81 }, // grass_short (vegetation) |
− | { 0, 0, 0, }, // stone_road (building) | + | * { 0, 0, 0, }, // stone_road (building) |
− | { 0, 166, 0 }, // grass_long | + | * { 0, 166, 0 }, // grass_long |
− | { 255, 127, 255 }, // (underlay topographical) (uses underlying topographical type?) | + | * { 255, 127, 255 }, // (underlay topographical) (uses underlying topographical type?) |
Revision as of 08:35, 5 November 2023
This article is about ground_types that are used inside settlements
A settlement plan ground_type file can be found under data\settlement_plans\ground_types. It is a .tga file that is used inside a settlement plan, and tells the game what sounds to produce when a soldier walks/runs over that given section. You can paint different colours in here, but thanks to Feral we know what each color means:
- { 255, 255, 255 }, // (use underlay)
- { 0, 255, 0 }, // grass_short
- { 255, 0, 255 }, // mud
- { 171, 160, 0 }, // sand
- { 0, 255, 255 }, // stone_road
- { 198, 156, 109 }, // stone_road (walls)
- { 0, 174, 239 }, // stone_road (pavement)
- { 255, 255, 0 }, // grass_short (wheat field)
- { 0, 166, 81 }, // grass_short (vegetation)
- { 0, 0, 0, }, // stone_road (building)
- { 0, 166, 0 }, // grass_long
- { 255, 127, 255 }, // (underlay topographical) (uses underlying topographical type?)