Code:
climate frozen_arctic
{
cultivated_low snow_thick.tga arctic.tga
cultivated_medium snow_thick.tga arctic.tga
cultivated_high snow_thick.tga arctic.tga
fertility_low snow_thick.tga arctic.tga
fertility_medium snow_thick.tga arctic.tga
fertility_high snow_thick.tga arctic.tga
forest_dense snow_thick.tga arctic.tga
forest_sparse snow_thick.tga arctic.tga
hills snow_thick.tga arctic.tga
mountains_high snow_thick.tga snow_mountain.tga
mountains_low snow_thick.tga snow_mountain.tga
swamp snow_thick.tga arctic.tga
beach beach.tga
scorched scorched.tga
impassable_land impassable_land.tga
impassable_sea impassable_sea.tga
}
Code:
climate frozen_arctic
{
colour 207 132 255
heat 2
winter
strategy summer sparse_tree conifer_a_winter.cas 7
strategy summer dense_tree conifer_a_impassable_winter.cas 6
strategy summer canopy conifer_a_canopy_winter.cas 15
strategy winter sparse_tree conifer_a_winter.cas 7
strategy winter dense_tree conifer_a_impassable_winter.cas 6
strategy winter canopy conifer_a_canopy_winter.cas 15
battle_vegetation
dense_forest highland_dense_forest_win
dense_scrub highland_dense_scrub_win
battle_winter_vegetation
dense_forest highland_dense_forest_win
dense_scrub highland_dense_scrub_win
env_map data/battlefield/envmaps/grass.dds
}
Code:
{alpine}Alpine
{highland}Highland
{mediterranean}Mediterranean
{rocky_desert}Rocky Desert
{sandy_desert}Sandy Desert
{semi_arid}Semi-arid
{steppe}Steppe
{temperate_coniferous_forest}Temperate Coniferous Forest
{temperate_deciduous_forest}Temperate Deciduous Forest
{tropical}Tropical
{volcanic}Volcanic
{frozen_arctic}Frozen Arctic
*Notes:
Code:
map_ground_types.tga
- This is where you set the textures for your campaign map (i.e. Fertile, desert etc). There are 14 different ground types defined using different RGB values. The dimensions of this file should be twice the size of map_regions.tga + 1 pixel
The RGB values are:
Fertile Low - Grey-Blue (0, 128, 128)
Fertile Medium - Light Green (96, 160, 64)
Fertile High - Olive (101, 124, 0)
Wilderness - Black (0, 0, 0)
Mountains High - Light Brown (196, 128, 128)
Mountains Low - Brown (98, 65, 65)
Hills - Olive-Brown (128, 128, 64)
Forest Dense - Dark Green (0, 64, 0)
Forest Sparse - Green (0, 128, 0)
Swamp - Bright Green (0, 255, 128)
Ocean - Dark Maroon (64, 0, 0)
Sea Deep - Dark Red (128, 0, 0)
Sea Shallow - Red (196, 0, 0)
Beach - White (0, 0, 0)
Impassable Desert? - Grey (64, 64, 64)
Now, fire your map up and take a look. You should see your new climate zone in the area you added it to. Hardcore mappers can design their own .tga ground textures to use in your new climate zone. Put them in ..\data\terrain\aerial_map\ground_types\ and reference them in descr_aerial_map_ground_types.txt. Hopefully this tutorial will help. Thanks again to all who helped me figure this one out. Special thanks to Vercingetorix and Alpaca for their excellent tools and Myrddraal for his invaluable mapping guide.