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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Importing new terrain into CC
I'm not sure this is the right forum to post this, I couldn't find a more relevant one to terrain drawing, so I assumes that this covers both.
I had a look in the CC directory earlier and discovered how easy the graphics for everything is to assemble, therefore I decided to make my own terrain.
However, I am not sure how I can import this new terrain into CC. When I open the scene editor and select 'create new scene', my terrain does not appear on the list. Is there some .ini file somewhere which I need to tweak so that the game recognises it as a terrain? If so, where can I find it/what is it called?
Thanks in advanced.
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Thu Apr 22, 2010 6:10 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Importing new terrain into CC
You don't actually import terrain. When it says new, the terrain is actually the map, without any bunker modules [eg, bunker 21], just the terrain.
your looking for the materials.ini.
Inside, you can create a new material, and give it a colour hue (in cc's pallete i believe [Disclaimer: i do not make scenes])
Then, you have to draw out a new map, [Scene .bmp file] with the colour you used for your material.
[If confused, ask Tomaster]
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Fri Apr 23, 2010 12:35 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
I refferenced the colours from another map, so they should currently associate themselves with the right textures. Quote: When it says new, the terrain is actually the map, without any bunker modules [eg, bunker 21], just the terrain. Yes, I know that; but when loading the scene editor and I try to use this terrain in a brand new scene, the colour map for the terrain does not appear on the drop down list.
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Fri Apr 23, 2010 12:41 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Importing new terrain into CC
Dragon, he wants to know the ini codes for making a terrain, not making a new material.
@OP: look into Base.rte\Scenes, there's a whole lot of them defined in ini files. Easiest would be to copy Flatland.ini and tweak it to your liking.
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Fri Apr 23, 2010 12:41 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
Ah, that's what I was looking for, thanks.
I did not realise that the game could not pick up terrains without being told what they are called, even though they are the only pictures in the scenes folder.
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Fri Apr 23, 2010 12:44 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Importing new terrain into CC
There is some other data in the ini file as well, like terrain frostings, the randomly placed rocks and gold underground, backdrop layers, and gravity.
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Fri Apr 23, 2010 12:47 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
Yeah, i saw that before. But I'm not sure what 'terrain frostings' mean though. Well, I made a copy of a map .ini and changed the settings accordingly Quote: ////////////////////////////////////////////////////////// // Tettaia Dusts
AddScene = Scene PresetName = Tettaia Dusts LocationOnPlanet = Vector X = 110 Y = -64 // Gravity acceleration, m/s^2 GlobalAcceleration = Vector X = 0 Y = 20
// Terrain SceneLayer Terrain = SLTerrain PresetName = Tettaia Dusts Terrain BitmapFile = ContentFile Path = Base.rte/Scenes/TettaiaDusts.bmp WrapX = 0 WrapY = 0 ScrollRatio = Vector X = 1.0 Y = -1.0 BackgroundTexture = ContentFile Path = Base.rte/Scenes/Textures/RockDarkRed.bmp ///////////////////////////////////////// // Material frostings AddTerrainFrosting = TerrainFrosting TargetMaterial = Material CopyOf = Topsoil FrostingMaterial = Material CopyOf = MinThickness = 5 MaxThickness = 7 InAirOnly = 1
///////////////////////////////////////// // Terrain Debris which is scattered /* AddTerrainDebris = TerrainDebris CopyOf = Gold
AddTerrainDebris = TerrainDebris CopyOf = Boulders */ // Background scene layer definitions AddBackgroundLayer = SceneLayer CopyOf = Near Layer AddBackgroundLayer = SceneLayer CopyOf = Clouds Layer AddBackgroundLayer = SceneLayer CopyOf = Sky Layer However, the terrain map still does not appear on either the scene list or the list of available terrains. Am I not doing something or doing something wrong? Before I made another scene merely consisting an object, but i had to reinstall the game for some reason and now that will not work either, even when in the base folder.
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Fri Apr 23, 2010 12:58 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Importing new terrain into CC
Duh102 wrote: Dragon, he wants to know the ini codes for making a terrain, not making a new material.
@OP: look into Base.rte\Scenes, there's a whole lot of them defined in ini files. Easiest would be to copy Flatland.ini and tweak it to your liking. er, misunderstood.
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Fri Apr 23, 2010 12:58 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Importing new terrain into CC
Enforcer wrote: However, the terrain map still does not appear on either the scene list or the list of available terrains. Am I not doing something or doing something wrong? Have you gone into the index.ini in Base.rte and included your new ini file? Actually, it might be a good idea for you to read this topic on the wiki and separate your new terrain from the basegame files, just to learn good coding practices.
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Fri Apr 23, 2010 1:03 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
No, I did not know about that, thanks.
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Fri Apr 23, 2010 1:05 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
I added the .ini file of the map into the list inside scenes.ini, and now the game crashes on startup when it tries to load my map on the first loading screen, saying: Quote: RTE Aborted! Abortion in file .\System\Reader.cpp, line 531, because:
Referring to an instance ('5') to copy from that hasn't been defined! in Base.rte/Scenes/TettaiaDusts.ini at line 35!
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Fri Apr 23, 2010 1:23 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Importing new terrain into CC
Post the .ini file please? Somewhere it's thinking you told it to copy from an object named 5.
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Fri Apr 23, 2010 1:31 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
Here: Scenes.iniQuote: ////////////////////////////////////////////// // Background layers
AddBackgroundLayer = SceneLayer PresetName = Near Layer AddToGroup = Near Backdrops DrawTransparent = 1 WrapX = 1 WrapY = 0 ScrollRatio = Vector X = 0.25 Y = 1200 BitmapFile = ContentFile Path = Base.rte/Scenes/Backdrops/Middle.bmp
AddBackgroundLayer = SceneLayer PresetName = Near Layer B AddToGroup = Near Backdrops DrawTransparent = 1 WrapX = 1 WrapY = 0 ScrollRatio = Vector X = 0.25 Y = 2400 BitmapFile = ContentFile Path = Base.rte/Scenes/Backdrops/Middle.bmp
AddBackgroundLayer = SceneLayer PresetName = Near Raukar AddToGroup = Near Backdrops DrawTransparent = 1 WrapX = 1 WrapY = 0 ScrollRatio = Vector X = 0.25 Y = 1200 BitmapFile = ContentFile Path = Base.rte/Scenes/Backdrops/MiddleRaukar.bmp AddBackgroundLayer = SceneLayer PresetName = Clouds Layer AddToGroup = Mid Backdrops DrawTransparent = 1 WrapX = 1 WrapY = 0 ScrollRatio = Vector X = 0.02 Y = 2400 BitmapFile = ContentFile Path = Base.rte/Scenes/Backdrops/Clouds.bmp AddBackgroundLayer = SceneLayer PresetName = Sky Layer AddToGroup = Far Backdrops DrawTransparent = 0 WrapX = 1 WrapY = 0 ScrollRatio = Vector X = 0.01 Y = 1200 BitmapFile = ContentFile Path = Base.rte/Scenes/Backdrops/Back.bmp
//////////////////////////////////////////////// // Begin list of TerrainObject:s
AddTerrainObject = TerrainObject PresetName = Brain Vault GoldCost = 100 AddToGroup = Bunker Modules // Foreground color bitmap FGColorFile = ContentFile Path = Base.rte/Scenes/Objects/BrainVaultFG.bmp // Material bitmap MaterialFile = ContentFile Path = Base.rte/Scenes/Objects/BrainVaultMat.bmp // Background color bitmap BGColorFile = ContentFile Path = Base.rte/Scenes/Objects/BrainVaultBG.bmp BitmapOffset = Vector X = -138 Y = -94 AddChildObject = SOPlacer PlacedObject = Actor CopyOf = Brain Case Offset = Vector X = 8 Y = -38 Rotation = Matrix AngleDegrees = 180 AddTerrainObject = TerrainObject PresetName = Rocket Silo GoldCost = 250 AddToGroup = Bunker Modules // Foreground color bitmap FGColorFile = ContentFile Path = Base.rte/Scenes/Objects/RocketSiloFG.bmp // Material bitmap MaterialFile = ContentFile Path = Base.rte/Scenes/Objects/RocketSiloMat.bmp // Background color bitmap BGColorFile = ContentFile Path = Base.rte/Scenes/Objects/RocketSiloBG.bmp BitmapOffset = Vector X = -240 Y = -203 AddTerrainObject = TerrainObject PresetName = Wall AddToGroup = Bunker Modules GoldCost = 50 // Foreground color bitmap FGColorFile = ContentFile Path = Base.rte/Scenes/Objects/WallFG.bmp // Material bitmap MaterialFile = ContentFile Path = Base.rte/Scenes/Objects/WallMat.bmp // Background color bitmap BGColorFile = ContentFile Path = Base.rte/Scenes/Objects/WallBG.bmp BitmapOffset = Vector X = -52 Y = -107
AddTerrainObject = TerrainObject PresetName = Gold Small 01 // Foreground color bitmap FGColorFile = ContentFile Path = Base.rte/Scenes/Objects/SmallGold1FG.bmp // Material bitmap MaterialFile = ContentFile Path = Base.rte/Scenes/Objects/SmallGold1Mat.bmp BitmapOffset = Vector X = -84 Y = -80
//////////////////////////// // Bunker Modules!
IncludeFile = Base.rte/Scenes/Objects/BunkerModules/BunkerModules.ini IncludeFile = Base.rte/Scenes/Objects/Tutorial Objects/TutorialBunker.ini IncludeFile = Base.rte/Scenes/Objects/BunkerBits/BunkerBits.ini IncludeFile = Base.rte/Scenes/Objects/Geology/Geology.ini IncludeFile = Base.rte/Scenes/Objects/Scripted/Scripted Objects.ini IncludeFile = Base.rte/Scenes/Objects/BunkerModules/Craft Docking Systems.ini
//////////////////////////////////////////////// //Begin list of TerrainDebris
AddTerrainDebris = TerrainDebris PresetName = Boulders DebrisFile = ContentFile // When loading, 000-001-002 etc is added automatically before .bmp Path = Base.rte/Scenes/Objects/Boulders/Boulder.bmp DebrisPieceCount = 103 DebrisMaterial = Material CopyOf = Stone TargetMaterial = Material CopyOf = Earth OnlyOnSurface = 0 MinDepth = 0 MaxDepth = 300 DensityPerMeter = 1.5 AddTerrainDebris = TerrainDebris PresetName = Gold DebrisFile = ContentFile // When loading, 000-001-002 etc is added automatically before .bmp Path = Base.rte/Scenes/Objects/Gold/Gold.bmp DebrisPieceCount = 26 DebrisMaterial = Material CopyOf = Gold TargetMaterial = Material CopyOf = Earth OnlyOnSurface = 0 MinDepth = 25 MaxDepth = 350 DensityPerMeter = 2.0 AddTerrainDebris = TerrainDebris PresetName = Gold Dense DebrisFile = ContentFile // When loading, 000-001-002 etc is added automatically before .bmp Path = Base.rte/Scenes/Objects/Gold/Gold.bmp DebrisPieceCount = 26 DebrisMaterial = Material CopyOf = Gold TargetMaterial = Material CopyOf = Earth OnlyOnSurface = 0 MinDepth = 25 MaxDepth = 350 DensityPerMeter = 4.0
AddTerrainDebris = TerrainDebris PresetName = Plants DebrisFile = ContentFile // When loading, 000-001-002 etc is added automatically before .bmp Path = Base.rte/Scenes/Objects/Plants/Plant.bmp DebrisPieceCount = 23 DebrisMaterial = Material CopyOf = Grass TargetMaterial = Material CopyOf = Grass OnlyOnSurface = 1 MinDepth = 5 MaxDepth = 6 DensityPerMeter = 1.5
//////////////////////////////////////////////// // Terrains
IncludeFile = Base.rte/Terrains.ini
////////////////////////////////////////////////////////// // Scenes
IncludeFile = Base.rte/Scenes/Grasslands.ini IncludeFile = Base.rte/Scenes/Editor.ini IncludeFile = Base.rte/Scenes/Test.ini //IncludeFile = Base.rte/Scenes/Physics Test.ini IncludeFile = Base.rte/Scenes/Actor Test.ini IncludeFile = Base.rte/Scenes/AI Test.ini IncludeFile = Base.rte/Scenes/Horiz Land.ini IncludeFile = Base.rte/Scenes/Cave Cliffs.ini IncludeFile = Base.rte/Scenes/Ketanot Hills.ini IncludeFile = Base.rte/Scenes/RockValley.ini IncludeFile = Base.rte/Scenes/CanyonLand.ini IncludeFile = Base.rte/Scenes/MountainLand.ini IncludeFile = Base.rte/Scenes/PointyMountain.ini IncludeFile = Base.rte/Scenes/FlatZone.ini IncludeFile = Base.rte/Scenes/FlatZoneLarge.ini IncludeFile = Base.rte/Scenes/TheGap.ini IncludeFile = Base.rte/Scenes/Pillar.ini IncludeFile = Base.rte/Scenes/AntHill.ini IncludeFile = Base.rte/Scenes/Richlands.ini IncludeFile = Base.rte/Scenes/TettaiaDusts.ini
////////////////////////////////////////////////////////// //Bunkers IncludeFile = Base.rte/Scenes/Zone 21.ini IncludeFile = Base.rte/Scenes/Bunker 38.ini IncludeFile = Base.rte/Scenes/Area 14.ini IncludeFile = Base.rte/Scenes/Mountain Compound 8.ini IncludeFile = Base.rte/Scenes/Station #836-AOC.ini
IncludeFile = Base.rte/Scenes/Mining Colony 1.ini
IncludeFile = Base.rte/Scenes/Concrete Pit.ini
IncludeFile = Base.rte/Scenes/PointyM Base.ini
IncludeFile = Base.rte/Scenes/Mining Base 3.ini And I posted the maps .ini further up. Edit: Oh, i see now. It was because I removed the grass from the topsoil but left the query there. I'm not sure what frostings are, but i know that topsoil is when a material is automatically added to the surface of the ground, which i do not want in this map. Should i delete the whole part on 'frostings'? I'm not sure exactly what it is, but I guess it has something to do with materials being applied to the surface of the ground.
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Fri Apr 23, 2010 1:35 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Importing new terrain into CC
Frostings are indeed terrain bits applied to the top of terrain, so if you don't want it just delete the entire section. That should fix your problem too if that's where the problem lies.
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Fri Apr 23, 2010 1:43 am |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Importing new terrain into CC
Yeah, it fixed the problem. My terrain now loads in the editor, however, it does not recognise any of the colours as textures, even though I copied the exact colours in their RGB values from another terrain colourmap.
Do I have to add the material paths to the .ini aswell? I'm not sure why they aren't allready defined, as I copied this .ini file from another map.
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Fri Apr 23, 2010 1:51 am |
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