A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.



Icon


BRIEF DESCRIPTION ::The sprite name of the icon to display for this cliff.

Top


BRIEF DESCRIPTION ::Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.

Side


BRIEF DESCRIPTION ::Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.

Edge


BRIEF DESCRIPTION ::Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.

Height


BRIEF DESCRIPTION ::How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.

Style


BRIEF DESCRIPTION ::The shape of the cliff.

Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).

Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.

Smoothness


BRIEF DESCRIPTION ::The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).

Example:

CODE
<cliff Tag="Greek Cliff" Parent="Cliff"
       icon="GCliff64" 
       top="grassdirt25"
       side="CliffGreekA"
       edge="grassdirt50"
       height="2.0"
       style="hill"
       smoothness=""
></cliff> 

Last modified 15 years ago Last modified on Jul 10, 2009, 10:26:08 PM
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