View unanswered posts | View active topics It is currently Wed Dec 11, 2024 8:45 am



Reply to topic  [ 18 posts ]  Go to page 1, 2  Next
 Importing new terrain into CC 
Author Message
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post 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.


Thu Apr 22, 2010 6:10 am
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post 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]


Fri Apr 23, 2010 12:35 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post 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.


Fri Apr 23, 2010 12:41 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Fri Apr 23, 2010 12:41 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post 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.


Fri Apr 23, 2010 12:44 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Fri Apr 23, 2010 12:47 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post 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.


Fri Apr 23, 2010 12:58 am
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post 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.


Fri Apr 23, 2010 12:58 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Fri Apr 23, 2010 1:03 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post Re: Importing new terrain into CC
No, I did not know about that, thanks.


Fri Apr 23, 2010 1:05 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post 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!


Fri Apr 23, 2010 1:23 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Fri Apr 23, 2010 1:31 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post Re: Importing new terrain into CC
Here:

Scenes.ini
Quote:
//////////////////////////////////////////////
// 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.


Fri Apr 23, 2010 1:35 am
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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.


Fri Apr 23, 2010 1:43 am
Profile
User avatar

Joined: Wed Apr 21, 2010 1:54 am
Posts: 124
Location: UK, Surrey
Reply with quote
Post 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.


Fri Apr 23, 2010 1:51 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 18 posts ]  Go to page 1, 2  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.050s | 14 Queries | GZIP : Off ]