29.06.2008, 17:09:12
Here is some note on the "ini" control files for the terrain.
; General section.
;
; RampBase
; Number of tile set that includes all the ramp types
;
; MMRampBase
; Number of tile set that has the marble madness mode ramps
;
; ClearTile
; Number of tile set to use for clear terrain
;
; RoughTile
; Number of tile set that has the rough terrain
;
; ClearToRoughLAT
; Tile set that has the 16 tiles for the clear/rough LAT system
;
; HeightBase
; First tile of marble madness height tiles
;
; BlackTile
; Black tile used when rendering non-existent cells
;
; BridgeSet
; Tile set that contains bridge edges
;
; BridgeTopLeft1
; BridgeTopLeft2
; BridgeBottomRight1
; BridgeBottomRight2
; BridgeTopRight1
; BridgeTopRight2
; BridgeBottomLeft1
; BridgeBottomLeft2
; BridgeMiddle1
; BridgeMiddle2
; Tiles in bridge set to search for when fixing up bridges
; Note the Genral section is for connecting tiles to game code and for RMG to make maps.
;
; TS Will scan through this file when loading up a theater and read in the
; isometric tile files specified.
;
; [TileSetnnnn]
; This is the tile set section header. TS will loop through from TileSet0000
; upwards until it finds a set that hasnt been specified.
;
; SetName
; The name of the set as it will appear in the editor.
;
; FileName
; The base file name of each file in the set. The files in a set must all
; have the same basic name with a 2 digit id number appended. For example
; cliff01.tem, cliff02.tem, cliff03.tem. The 2 digit number starts at 01
; not 00.
;
; TilesInSet
; The number of files comprising the set. There is a practical limit of
; 99 due to the 2 digit file name suffix.
;
; LastTilesInSet
; The number of tiles which the set used to have. This tells the
; game that the number of tiles in the set has changed and it should fix up
; the tile numbers when a map is loaded. If the map is then saved again,
; it will be saved with the correct tile numbers. This value should only
; be used to load up maps, convert the tile numbers, then save the maps
; out again. Then the LastTilesInSet entry should be removed or the newly
; fixed up maps will not load correctly. This should not be used. It was only for
;WW work on the maps before release. Any use of this code will cause problems. So don’t use it.
;
; MarbleMadness
; The section number of the tile set to use for these tiles when in
; marble madness mode.
;
; NonMarbleMadness
; For marble madness tiles, this is the tile set to use when not in
; marble madness mode.
;
; Morphable
; Can this tile set be modified using the raise/lower ground function?
;
; ShadowCaster
; Do the tiles in this set cast shadows (cliff pieces)
;
; ToTemperateTheater
; The equivilent tile section in the temperate theater
;
; ToSnowTheater
; The equivilent tile section in the snow theater
;
; LowRadarColor
; What color to show on the radar for this set at the lowest height
;
; HighRadarColor
; What color to show on the radar for this set at the highest height
;
; AllowToPlace
; Should this tile be visible in the placement dialogue (def = true)?
;
; RequiredForRMG
; Used for Random map generator (Tem and Snow
only)
;
; AllowTiberium
; Allows tiberium/gold to grow and be placed on this tile.
;
; AllowBurrowing
; Burrowing units can come up from these tile
;
Sample setup.
[TileSet0000]
SetName = Lat Grass
FileName = Clear
TilesInSet = 1
Morphable = true
LowRadarColor = 110,80,0
HighRadarColor = 150,110,0
RequiredForRMG = true
AllowBurrowing = true
AllowTiberium = true
; General section.
;
; RampBase
; Number of tile set that includes all the ramp types
;
; MMRampBase
; Number of tile set that has the marble madness mode ramps
;
; ClearTile
; Number of tile set to use for clear terrain
;
; RoughTile
; Number of tile set that has the rough terrain
;
; ClearToRoughLAT
; Tile set that has the 16 tiles for the clear/rough LAT system
;
; HeightBase
; First tile of marble madness height tiles
;
; BlackTile
; Black tile used when rendering non-existent cells
;
; BridgeSet
; Tile set that contains bridge edges
;
; BridgeTopLeft1
; BridgeTopLeft2
; BridgeBottomRight1
; BridgeBottomRight2
; BridgeTopRight1
; BridgeTopRight2
; BridgeBottomLeft1
; BridgeBottomLeft2
; BridgeMiddle1
; BridgeMiddle2
; Tiles in bridge set to search for when fixing up bridges
; Note the Genral section is for connecting tiles to game code and for RMG to make maps.
;
; TS Will scan through this file when loading up a theater and read in the
; isometric tile files specified.
;
; [TileSetnnnn]
; This is the tile set section header. TS will loop through from TileSet0000
; upwards until it finds a set that hasnt been specified.
;
; SetName
; The name of the set as it will appear in the editor.
;
; FileName
; The base file name of each file in the set. The files in a set must all
; have the same basic name with a 2 digit id number appended. For example
; cliff01.tem, cliff02.tem, cliff03.tem. The 2 digit number starts at 01
; not 00.
;
; TilesInSet
; The number of files comprising the set. There is a practical limit of
; 99 due to the 2 digit file name suffix.
;
; LastTilesInSet
; The number of tiles which the set used to have. This tells the
; game that the number of tiles in the set has changed and it should fix up
; the tile numbers when a map is loaded. If the map is then saved again,
; it will be saved with the correct tile numbers. This value should only
; be used to load up maps, convert the tile numbers, then save the maps
; out again. Then the LastTilesInSet entry should be removed or the newly
; fixed up maps will not load correctly. This should not be used. It was only for
;WW work on the maps before release. Any use of this code will cause problems. So don’t use it.
;
; MarbleMadness
; The section number of the tile set to use for these tiles when in
; marble madness mode.
;
; NonMarbleMadness
; For marble madness tiles, this is the tile set to use when not in
; marble madness mode.
;
; Morphable
; Can this tile set be modified using the raise/lower ground function?
;
; ShadowCaster
; Do the tiles in this set cast shadows (cliff pieces)
;
; ToTemperateTheater
; The equivilent tile section in the temperate theater
;
; ToSnowTheater
; The equivilent tile section in the snow theater
;
; LowRadarColor
; What color to show on the radar for this set at the lowest height
;
; HighRadarColor
; What color to show on the radar for this set at the highest height
;
; AllowToPlace
; Should this tile be visible in the placement dialogue (def = true)?
;
; RequiredForRMG
; Used for Random map generator (Tem and Snow
only)
;
; AllowTiberium
; Allows tiberium/gold to grow and be placed on this tile.
;
; AllowBurrowing
; Burrowing units can come up from these tile
;
Sample setup.
[TileSet0000]
SetName = Lat Grass
FileName = Clear
TilesInSet = 1
Morphable = true
LowRadarColor = 110,80,0
HighRadarColor = 150,110,0
RequiredForRMG = true
AllowBurrowing = true
AllowTiberium = true