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Posts from Current questions and answers regarding the map editor.

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Svyata, please try this patch: /topic/at/859534/
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Good day or night, or maybe morning or even evening. I have a question: how can I insert my own image when uploading my map? This is usually done in campaigns, and I also want to insert my own image for the map.
What's up, doc?
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Guys, how do you set it up so that there are no resources at the beginning of the map?
In reply to &T&T&Twreqnd
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&T&T&Twreqnd
People, how do I configure the game so that there are no resources at the beginning of the map?
You can do this using a script:
SetPlayerStartResources(1,0,0,0,0,0,0,0)
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Thank you.
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Mr.Ozzy
Good afternoon or night, or maybe morning or even evening. I have a question: how can I insert my own image when loading my map? This is usually done in campaigns, and I also want to insert my own image for the map.
Hello.
First of all, you need to create a dds image with TF_DXT1 (for example; you can use your own, but then change it in the xdb file
””
).
You can do this using Photoshop or GIMP. The height and width of the image must be divisible by 4, and they must also be specified in the file that I attached; the file name should also be specified there.
Thus, you put the dds image and the xdb file into the map archive.

Then, in the same archive, find the xdb file "map.xdb". You need to open it in Notepad and find the line
”"
and replace it with
””
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Всё, что сейчас происходит во мне, тоже является частью Вселенной. (с) Иванов Александр.
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Hello, gentlemen! In the map "Elemental Paradise" by Zenithale, I noticed that the mountains (which are in the "lava" section) are colored the same as the ground they are standing on. Very interesting: how is this done?

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In the Tiles tab, there are tools that allow you to distort the terrain in any way and even create mountains. Then, you can apply a visual texture on top, such as a stone or moss-covered stone (as in your example), and you're done. Just don't forget to cover these mountains with a mask so that they cannot be walked on.
 

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In reply to Ment
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Ment
In the Tiles tab, there are tools that allow you to distort the terrain in any way and even create mountains. Then, you can apply a visual texture on top, such as a stone or a stone with moss (as in your example), and you're done.
Just don't forget to cover these mountains with a mask so that they cannot be walked on.

Dear Ment! This was the first option that came to my mind. I opened the map in the editor and confirmed that it's not a distortion of the terrain, but rather objects like "Mountain10x7," "Mountain4x3_2," etc., but they are transparent. Moreover, if you move this object to another terrain, such as grass, it takes on its usual black color. And only on terrains like Orcish (moss and pine needles) does it adopt the color of the terrain.

I searched for the same thing in other maps and found it in the Samsara map. There, the mountains are "covered" with a snow texture. I tried applying other types of textures (within the same map): it works with all of them except grass.



I tried digging into the parameters of the model itself, comparing it with a similar model on a newly created clean map, but I found no differences.

Now I really want to get to the bottom of it!
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Hmm, that's interesting. I think the issue might be with the texture used to color the mountain model. Perhaps applying a transparent texture to other mountain models could achieve the same effect, but I'm not sure.
 

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Select an object and explore its properties in the left panel of the editor (via Shared - Model - Textures). The advanced editor can also be helpful, making some operations more convenient.
 

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Hey, just recently someone told me about a script that sets the starting amount of resources in the game: SetPlayerStartResources(1,0,0,0,0,0,0,0). I understand that each number represents a specific resource, but I don't know which number corresponds to which resource. Can you tell me? And also, how do I create a mask on the mountains so that they cannot be traversed?
In reply to Ment
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Ment
Select an object and tinker with it in the left panel of the editor (via Shared - Model - Textures). The extended editor can also help by making some operations more convenient.

I tried leaving null instead of the texture – the mountain is just white, but not transparent.


Then I checked it in maps where it is transparent – the textures are not changed there. Also, if this mountain is placed on another terrain (e.g., dirty grass), it stops being transparent and immediately becomes a regular mountain. It seems that the properties of the object itself have not been changed, but the properties of the terrain texture overlay have. I don't know where I can check this.

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There, where the texture properties are, are the actual texture properties. That is, how it should be applied. For example, the ghost model has a special property needed to support semi-transparent textures. Perhaps something similar is set here as well. And by "empty" texture, I meant not null (because then the mountain would be covered with a "standard" texture), but rather a completely transparent one.
And how do you create a mask on the mountains so that they cannot be walked on?
There are also the tiles and objects tabs, and there is also a masks tab. There you need to select and apply yellow squares to the map with a brush.
 

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