Farm Tiles
The Farm Tile Templates are used by the Engine to create Fields but also the "Cities" on the Campaign Battle Maps.
There are several Templates for nearly each region, like America and India.
So understanding those templates enables us to change the look of the campaign Battles.
Here you have a partial assemblied puzzle of those tiles (This is the upper right corner of a 2048*2048 map, with the zero point nearly there where the red dummy is):
Structure
The overall structure is rather easy and straight forward, the names already indicating what each "list" does.
You have Entries for:
- Farm List
- Wall List
- Road List
- Wall Post List
- EF Line List
- Farm Tree List (2x)
After those Lists there is a bunch of coordinates where i actually don't know what they are doing.
If you type them in they sometimes are resutling in a closed ring and sometimes open.
Atleast those <u> are the number of the entries.
If you open up such a farm_list entry you have always the same structure:
- FARM_LIST
- FARM_DATA_ITEM_OWNER
- Name (Field13)
- <u> 0
- <u> 1
- FARM_DATA_COLLECTION
- ID LIST (244 245 247 248 249)
- ID LIST (65, 506, 507)
- FARM DATA ITEM LIST (Here are the field props placed like a cart)
- FARM DATA ITEM LIST (Mostly empty)
- FARM DECAL LIST
- ID LIST
- ID LIST
- FARM_DATA_COLLECTION (same as above, empty)
- FARM_DATA_COLLECTION (same as above, empty
- FARM
- Postionend_wall_handle_list
- Wall_List_Section
- Number of the Postion of the Wall in the Template File (eg 35, 65,0)
- road_handle_list
- id_list (46)
- id_list
- Farm_Collision (More later on this one)
To be continued.