Terrain can be defined as the ground plane. It is the basic tile based foundation that establishes the game world. This document defines those attributes.
The placement of what texture goes where is defined by random map script or a map editor. They will be able to control troop movement, structure placement, ambush points, strategic harbours, and impassable mountain ranges with these tools.
There are going to be lots of different terrains, and many of them will share similar attributes. To reduce the hassle of creating XML for each terrain tile, terrain XML should have the following support:
- Multiple terrain objects can be stored in the same XML file (separated by their <terrain> tags).
- Multiple terrain XML files can be read from the same folder.
- Terrains can inherit attributes from other terrains by specifying a "parent" (see the section on inheritance in the XML Header Overview).
Skin |
BRIEF DESCRIPTION ::Specifies the name and path of the terrain's texture. Note that the icon for the terrain is automatically generated as a thumbnail of this image.
Animated textures can be specified here. This feature could be used for all sorts of effects: waterfalls, water effects, UI effects, fire, conveyor belts, skyboxes.
Dirt
- dirt1 - bare
- dirt2 - cracked
- dirt3 – mud
Grass
- grass1 - plain
- grass2 - lush
- grass3 - long
- grass4 - weeds
- grass5 – short/long mix
- grass6 – bunched dry
- grass7 – yellow
- grass8 – dark tufts
- grass9 – mixed greens, weeds
Sand
- sand1 - plain
- sand2 - rippled
- sand3 – rough, rocky
Forrest
- forest1 – leafy
- forest2 – needles
- forest3 – fronds
- forest4 – scrub
- forest5 – logged
Road
- road1 – Persian
- road2 – Roman
- road3 – Hellenic
- road4 – Celtic
- road5 – Carthaginian
- road6 – Iberian
- road7 – gravel - gray
- road8 – gravel - brown
Water Sub-Terrain
- coral1 - brown
- coral2 - turquoise
- coral3 - red
- rock1 - light
- rock2 - medium
- rock3 - dark
- pebble1 - small
- pebble2 - large
Beach
- sand1
- sand2
- sand3
Cliff
- cliff1 - brown
- cliff2 – brown, vegetation
- cliff3 – brown, cracks
- cliff4 - gray
- cliff5 – gray, vegetation
- cliff6 – gray, cracks
Special
- furrows1 – dirt
- furrows2 – dirt, small plants
- furrows3 – dirt, large plants
- black
- lava
- structure – under structures
MMap |
BRIEF DESCRIPTION ::The RGB colour used to represent this terrain on the Mini Map.
Note: If no value is specified, then the terrain colour is determined by finding the primary colour used in the skin, as in the current highly cool ScEd.
Group |
BRIEF DESCRIPTION ::The types/classes/groups to which this terrain belongs.
Used when painting by random group, and to specify under what categories it appears in the Editor. For example, if the user is painting group "Arid Grass", it'll randomly pick terrains with this type to paint. Actors like trees should use the same principle (eg an Oak Tree group for all oak trees).
Properties' |