viewtopic.php?f=8&t=5882Pretty much a good overall resource.
An overall primer (quite possibly out of date, I haven't made a decent scene in a while):
There are two things necessary to defining a scene; a terrain, which is loaded from a bitmap, and the scene itself.
The bitmap is encoded in a specific format (RLE, if I remember right) for optimization, and each color in that format represents a specific material (dirt, rock, grass, etc).
That bitmap is loaded inside an SLTerrain definition (
Scene
Layer Terrain) block, which goes inside an .ini file just like everything else in CC does.
Then you define a new scene, which requires various things. First, gravity acceleration; this is a vector constantly applied to all actors on the scene. Second, the terrain, and then any terrain frostings. Terrain frostings are all the randomly placed objects in the ground, such as gold, rocks, and even the small plants and shrubs. They're defined (for first-party content) in Base.rte.
Then there's backgrounds, which for a small, user-created scene can usually just be the default ones.
What roon3 is suggesting is that you make a new .rte, copy Base.rte/Scenes/GrassLands.ini, and then modify it and the bitmap to change the terrain.
To add anything not specifically terrain to your scene (bunkermodules, actors, guns, rockets, anything at all), use SceneObjects. There's some examples of these in the other scene files in Base.rte.
Basically, what we're suggesting is that you jump into modding the way the rest of us did and/or the fun way: open it up, be bewildered, change random things around, see what happens, and have fun with it.
Then after devoting far, far too much of your life (if you're lucky) you'll get to the point where you quite literally have encyclopedic knowledge of cortex command floating around in your head.