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Difference between revisions of "Land-bridges"

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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=8393060#post8393060 - Tutorial-Landbridges]
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See also [https://www.twcenter.net/forums/showthread.php?p=8393060#post8393060 - Tutorial-Landbridges]
  
 
   
 
   
 
[[Category:RTW Campaign Map Modding]]
 
[[Category:RTW Campaign Map Modding]]
 
[[Category:M2TW Campaign Map Modding]]
 
[[Category:M2TW Campaign Map Modding]]

Latest revision as of 07:53, 15 February 2020

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:
Map heightsLB.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:
Map regionslb.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 (higher) 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