Civ 5 ingame editor reveal map3/20/2024 ![]() The only ruins that are safely "yours" are located in the immediate vicinity of your initial city. Essentially the more crowded the map is, the faster ancient ruins will be scooped up. So last question for now, is how do I get the actual game to read the modded texture masks and not just the editor?"Your fair share" will definitely be a factor of several things: Size of the map, number of civs in play, number of City States in play, and whether or not Raging Barbarians is activated. If I go into the editor though, it uses the modded files and the texture masks are how they should be. When I try playing my mod the world shape is there but all of the vanilla texture masks are active. After the vanilla game got all the changes to the map files that I wanted, I coped them to my mod and redownloaded the game to get it back to vanilla. My next question is how do I force the editor to save over the mod rather than vanilla files? Once I saved, exported and quit, all the mask files in my mod folder were unchanged (including the mountain one), yet all the masks in my vanilla game folder were now black except the mountain one being completely white. In the editor I painted the entire map with European Mountains texture. In this example I had black masks for all terrain textures in my mod folder. Only issue now is that it saves over the original game files rather than files in the mod. Okay I figured it out! It was quite simple in the end, I just had to enter the heightmap resolution tool and click on 'repack' at the top of the screen and choose a resolution, that makes the map appear as it should. I don't get any errors when saving or exporting, the export button goes white, but nothing changes in the compressed files at all. I then thought I may need the rest of the vanilla map files in the mod folder for it to overwrite properly so I copied them across to my map_data folder and did the same process but the same thing happens. I thought that maybe it had exported over the vanilla game but all those files are the same too. There's no new files in the mod folder, just the poor lonely heightmap.bmp file. I make a tiny adjustment, save and export, then alt-f4. It appears it may be working as the map looks all blocky, wonky and weird. I've created a mod with a new hieghtmap.bmp in map_data and tried launching the editor. I want to change the dimensions of the map to another shapeīeen struggling to get this working correctly unfortunately. Otherwise the games textures will offset and you'll get snow instead of grass or the like. Note! - After adding a new texture you will need to re-export the map for the optimized detail maps to be updated. Properties G -> Specular intensity - Used sparingly on metallic surfaces. Normal B -> Emissive (fill black, unless you like self illumination) The texture files have some texture channels switched around, channels refering to Red, Green, Blue, Alpha.ĭiffuse A - Material heightmap, used for blending. The mask.bmp file needs to be the same size as the heightmap.bmp.Settings.terrain controls data for how all materials act globally, like how they blend, tile and such.ttings is the file where you add new terrain layers with script, link in your new textures here.DDS textures, a diffuse texture, a normal texture, a properties texture and a mask that you add to the above mentioned folder. You could load a pre-made heightmap right away, but it'll look chaotic until you do a repack. As you work and give the world more geometry, or replace it with an external heightmap, remember to repack again to keep each square optimized for its amount of details.(indirection and packed heightmap, game never uses the heightmap.bmp alone) Then press the export button to make it create the optimized files used by the game. Done! Remember to press ctrl+s to save this blank state.Choose your desired resolution tile size (33x33 is the standard) Things are probably looking really weird, go toheightmap resolution (shortcut 4) and then press the repack button on the top-bar.Start game with launch option -mapeditor, as the previous change might be too volatile to do from the games console. ![]() Fill the bmp with a block of #292929 grey if you want it flat just above water level, #000000 if you want everything at the bottom of the ocean as a base.
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