Author Topic: Custom desert mapblocks  (Read 7646 times)

Offline kevL

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Re: Custom desert mapblocks
« Reply #15 on: December 14, 2019, 12:52:25 am »
the list-order of terrains matters

because terrains are /not/ contained in .MAP files ... what happens when there is more than one terrain, is that they all get scrunched together into (what can be considered as) one bigger terrainset -- at runtime.

If, for example, in mv2 you mouseover or select a tilepart in TileView, both the titlebar and statusbar will show "terId" and "setId" ... terId is the 0-based id of a part in its terrain, setId is the 0-based id of a part in the map's entire terrainset. if you want a wtf-moment try switching the order of allocated terrains in the TilesetEditor ...

a Mapfile contains only the setIds [and the x/y/z dimensions]


So, a well-formed block has a .MAP, .RMP, plus a ruleset defining its terrains [as well as other things].
« Last Edit: December 14, 2019, 12:58:02 am by kevL »

Offline new_civilian

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Re: Custom desert mapblocks
« Reply #16 on: December 18, 2019, 12:17:20 pm »
For the maps you made a simple node in the middle with exits to all four directions is enough, just leave the other node settings alone for the moment.
Oh and the RMP file is ESSENTIAL to play the map.  :)

I really like your idea of a ghost-town.