感觉有道翻译的不力啊
制造一个新的战役地图。我知道有研究门柱,但有一点的信息被弄糊涂了,我错过了一些东西,所以我第一次圆尽管我开始这个帖子,都可以加到它,如果您喜欢的。很少的这是我的工作,它只是一个收集的信息。
在这里,我们走。
第一步:——使你的战役的文件夹中。
做一个新的文件夹在世界地图数据\ \ \ \运动my_campaign \称为正本和副本的整个内容的科举活动带进那城。复制的内容也世界\地图数据\ \ \基地\进去。
现在去\数据\文字\和拷贝文件,重命名它my_ imperial_campaign_regions_and_settlement_names.txt campaign_regions_and_settlement_names.txt注:此文件走在数据\文本,而不是活动目录的文件夹中
现在,当你运行罗马,你应该看到选项,以发挥省级战役单人游戏菜单。你的运动应该出现,它应该是一个新加入的可选副本的帝国运动。
第二步:-知道该文件
在你的新文件夹你应该找到下列文件:
descr_disasters.txt
descr_events.txt
descr_mercenaries.txt
descr_regions.txt
descr_regions_and_settlement_name_lookup.txt
descr_strat.txt
descr_terrain.txt
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
disasters.tga
leader_pic_brutii.tga
leader_pic_julii.tga
leader_pic_scipii.tga
map.rwm
map_britons.tga
map_brutii.tga
map_carthage.tga
map_climates.tga
map_egypt.tga
map_FE.tga
map_features.tga
map_gaul.tga
map_german.tga
map_ground_types.tga
map_heights.hgt
map_heights.tga
map_illyria.tga
map_julii.tga
map_parthia.tga
map_regions.tga
map_roughness.tga
map_scipii.tga
map_seleucid.tga
map_trade_routes.tga
radar_map1.tga
radar_map2.tga
water_surface.tga
你应该马上删除:
map.rwm
map_heights.hgt
(你不需要备份副本,因为他们只是从科举活动)
这些文件都不做任何事情,可以删除(就像我所知道的):
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
文本文件:
descr_disasters.txt
-包含的清单可能发生的灾难,例如地震和洪水。我们不需要修改这个。
descr_events.txt
这包含了一串-预定义的事件发生在比赛。
descr_mercenaries.txt
——这是哪里的可用性的雇佣兵在某些地区被确定。游泳池是一个全面的地区,该地区是区域在这个地区,而单位就是单位availiabe陷入泥潭。我们需要来编辑这以后。
descr_regions.txt
——这是一种非常重要的文件。当我们后来文件进行修改,我们将定义的map_regions.txt使用某些地区的RGB值省。在这个文本文件,有个单子,上面列了所有的省在地图上。这份名单也包含信息很喜欢这个名字的地区(没有空格,但你可以用_)的名称,结算,默认的文化,RGB值被用来定义这一地区map_regions.tga、可用的资源在那个省份,胜利点价值和基本农场一级。我们将编辑这很多。
descr_regions_and_settlement_name_lookup.txt
——这应该包括一个单子,上面列了所有省份和城镇的名字在descr_regions.txt他们称为药物,这些都不是实际的名字,他们将出现在地图上的,这只是参考程序。
descr_strat.txt
——这也是最重要的一个文件。在该文件中,我们选择的派别,设定开始/结束的日期,位置在campmap三维模型(例如奇事和资源),分配信用的派别,集建筑、地方部队和家庭成员。我走进这个稍晚一些的格式。
descr_terrain.txt
信息——这包含了地图的尺寸。
Tga文件:
disasters.tga
服务器-包含游戏地点在地图上给不同的灾害。这应该是一样大小,这应该map_regions.tga terrain.txt维度中载明
leader_pic_FACTION.tga
派系势力——这里是名字。这是第一个领袖的画像阵营的。
Map_FACTION.tga
派系势力——这里是名字。这是关于图像处理,出现在你选择了一个阵营,呈现出区域的世界中,它拥有。
map_climates.tga
——这就是您设置的不同气候的世界!有12个不同的气候有可能成为下过雪在冬季。
12个不同的气候是:
北方的极地气候-深绿色RGB(0、166,81)
高山——绿色RGB(57 181,74岁)
高地-亮绿色,西元RGB(141,63年)
沼泽——黄色RGB(255、242,0)
温带森林的深橙色的RGB(247 -光,148,29)
温带森林-橙色光RGB(242,101号34)
不能生育的温带草原—红RGB(237,28岁,36岁)
肥沃的温带草原-深粉红色RGB(237,20岁,91)
地中海——粉红色的RGB(236,0、140)
半干旱——蓝色RGB(0,114,188)
沙漠- 102,深紫色RGB(45 145号)
岩石荒漠——淡紫色RGB(146,39岁的143)
这个文件的尺寸应该大小的两倍,map_regions.tga + 1个像素
map_FE.tga
——我不知道这是什么做的,不过似乎是一幅世界地图,但它看起来不像任何的雷达屏幕上。
map_features.tga
——这就是你给这个职位的河流火山和悬崖。你如何定义为河流的源头,河水和十字路口使用不同的RGB值。你不能只是线悬崖的十字架。这应该是一样大小,这应该map_regions.tga terrain.txt维度中载明
这里是RGB值:
小河——蓝色(0,0,255)
火山—红(255,0,0)
255,255悬崖——黄色(0),
河流穿越-浅蓝色(0,255,255)
(255,255,255三江源——白色)
河流不能去对角(比如:从一个像素到象素上下来,向右)。他们必须的步骤(比如:从一个像素,下一个像素,穿过一个像素)。你不能有一个正方形的河(如下。2由2个像素)和一条大河必须有一个来源。你可以有一条河流,分裂,但它无法再次加入本身。
map_ground_types.tga
——这是你在哪里设置纹理为你的战役地图(如下。肥沃、沙漠等)。有14个不同类型定义使用不同地面RGB值。这个文件的尺寸应该大小的两倍,map_regions.tga + 1个像素
RGB的价值观是:
肥沃的低灰蓝色(0,- 128,128)
肥沃的中等-亮绿色(96、160、64)
肥沃的高-橄榄(101,124,0)
荒野——黑人(0,0,0)
山高-浅棕色(196,128个,128个)
山低-棕色(98、65、65)
山- Olive-Brown(128,128,64)
森林浓密-深绿(0,64岁,0)
森林稀疏——绿色(0、128,0)
沼泽——明亮的绿色(0,255,128个)
海洋- 64岁的黑褐(0,0)
海深- 128,深红色(0,0)
海洋浅层——红(0,0)196,
海滩——白色的(0,0,0)
map_heights.tga
——这是在哪里campmap三维的方面被确定。
必须将土地的灰度图(红色=绿色=蓝色如下。RGB(100 100 100))。较轻的帘的灰色,越高campmap点上。不要使用RGB(0 0 - 0),游戏需要这是水,使用RGB(1 1)获得最低的高度。
必须深浅蓝色的海洋(蓝色= =红色,绿色任何= 0)。我想这是有可能使用任何蓝色的影子,但现存的战役地图使用RGB(0 0 253),因此是一个安全的赌注。
map_regions.tga
——大概是最重要的文件。它应该是显示在desr_terrain.txt大小
这才是这个地区都有规定。每个区域都有一个不同的RGB值,然后descry_regions.txt中所述,就像我早先说过的。每个省都必须有一个小镇由一个单一的黑色像素显示RGB(0 0 - 0)。该像素不能接触另一个省。港口是表现为一个单一的白色象素RGB(255 255 255)。这些必须接触大海。港口是没必要给游戏来运行。
每个省必须至少一个城市。该像素不得接触或角落一个不同的省份。
单像素在R:0 G:0 B:0
港口是没有必要的,甚至对海岸的省份。
单像素在R:255 G:255 B:255
当做出你的地图,记住这些要求。
要求地块
发动机一定量的地块,是相对于战役地图的大小。如果金额不存在比这个运动将坠毁在装货前。
杰罗姆贴:
其他一些变量对区域:
——他们应该“凸”(一大块陆地,没有不可到达的区域)*
——他们都只能有一个结算,只有一个港口
瓷砖-所有的土地都应该包含一个已知的地区
——每个non-sea地区应该至少包括一些肥沃的瓷砖
海洋表面——连续应该形成一个区域内
最多的地区——支持是200
中心——之间的距离的任何两个相邻地区应不超过50瓦*
*:不做这些事不该导致撞车,但它可能会导致AI陷入困境。
map_roughness
——当提到这个文件,我一无所知,它做什么,有人能帮我完成这个指南吗?我知道它必须是作为map_regions.tga两倍大。
map_trade_routes.tga
——再一次,不知道这是什么都是不一样的。它应该是map_regions.tga一样大小
radar_map1.tga
——这是你的地图上的运动。它应该是map_regions.tga一样大小
radar_map2.tga
——这是地图期间出现派系的选择。它应该是作为regions.tga两倍大
water_surface.tga
——这是一个纹理的表面的水,你就不需要修改这个。
第三步:-编辑和增加新省(细节)
这篇文章似乎很长,但是阅读它,一次也就够了。一旦你掌握它的窍门的它容易。
这部分的指导可能会有点难以坚持在某个点你所要做的事情,如果你正在编辑分离省份或者如果你是添加一个新的省。这个指南的位,而“龙”是唯独编辑的省是蓝色的位,而“龙”是唯独添加一个新的省内有穿红色的衣服。用黑色既适用于任何东西。希望你能跟着它,
编辑的尺寸/形状/增加现有的省份的形状到地图新省:
如果你所要做的就是编辑的形状/大小的一个省份,这部分是不够的。
要增加一个新省完全你所要做的这部分和下一个部分。
不可能有任何容易编辑现有的省份。添加新省是更复杂一些,但基本原理都是相同的。在一个开放map_regions.tga图片编辑。
正如你所看到的,这个图像是由不同的RGB值代表各省。每个省都有黑色的小点。这才是这个城镇在那个省份将会出现。有时一个白点是在港口将会出现。浅蓝色的海是为代表的RGB(41 140 233)
编辑一份省简单地使用色彩的省你想要编辑和改变的尺寸和形状的省份。
确保你使用的是同样的RGB值至于其余的省,请确认至少有一个并且不超过一个黑色像素RGB(0 0 0),在该城市将是。记住,这个像素不能摸到另一个省(它必须被包围,由像素颜色的省)。小心关于改变位置的城镇。如果你把它放在一个无效的地方(如群山),你将会得到一个错误。港口是没有严格必要甚至对沿海省份。他们必须接触大海。
要增加一个新地区,只要选择一种颜色(确定是一种颜色,但还没使用),然后画在与你的省。记住,每个省份是需要一个不超过1镇(单黑色像素),并记住该建议杰罗姆贴:
其他一些变量对区域:
——他们应该“凸”(一大块陆地,没有不可到达的区域)*
——他们都只能有一个结算,只有一个港口
瓷砖-所有的土地都应该包含一个已知的地区
——每个non-sea地区应该至少包括一些肥沃的瓷砖
海洋表面——连续应该形成一个区域内
最多的地区——支持是200
中心——之间的距离的任何两个相邻地区应不超过50瓦*
*:不做这些事不该导致撞车,但它可能会导致AI陷入困境。
如果你对我所做的是编辑一个现有的省,确保你已删除了map.rwm和运行这个游戏。省应该是可塑的。
要增加一个新地区进行编辑/增加文化与资源及属性的省的一步
到目前为止,并没有什么新东西,应该会相当容易。
现在有些额外的信息:
编辑/增加文化资源及属性的省份。
编辑/增加资源和文化descr_regions.txt开放。
这里应该有一个单子,上面列了所有的省份在地图上。这个列表的格式为大概是这样:
Province_Name
Town_Name - - - - - - - - - - - - -
- - - - - - - -Culture(派系)
- - - - - - - -Culture(叛军)
- - - - - - - -Red绿蓝色值用空格分开
- - - - - - - -Resources是用逗号分开的
- - - - - - - -Triumph点价值
- - - - - - - -Basic农场一级
现在我要穿过每个成员的存在:
改变现有的名字省份因为他们出现在战略地图上不做在这个文件。这里给出的名字只是参考程序,你看,不包含空格(尽管他们可能包含下划线)。我会回到编辑的名字在尘世。
忠诚的文化定义的国家的人会管理,以及它们如何反抗。
文化势力(派系)是根据所省将最忠实,即romans_julii也。
文化(反政府武装叛军阵营)确定了省的人将加入如果他们反抗。一个单子,上面列了所有叛军,可以发现,在rebel_factions_descr_enums.txt数据在' '文件夹中。
的RGB值,正如我已经说了,颜色的RGB值落在map_regions.tga那个省份。现有的省份的编辑,你不该编辑此如果你正在编辑一个现有的省份。
资源是之间用逗号分隔和空间. .这里有一些现有资源:
正常的资源:
铁
酒
大理石
木材
玻璃
金
粮食
铅
琥珀
骆驼
银
纺织品
陶器
隐藏
olive_oil
大象
骆驼
铜
purple_dye
香
丝绸
锡
wild_animals
奴隶
狗
猪
隐藏的资源
斯巴达
如果您不想省你正在编辑有任何资源,简单的输入“谁也不“看哪,在这里。
我不知道最终的胜利点值。
基本的农场一级是怎么擅长这个省是农业。水平越高,基本农场时,你将得到更多的钱从构建农业的建筑物。
这里是一个例子的省份。你应该看起来像这样:
Tribus_Alanni
-Campus_Alanni - - - - - - -
-scythia - - - - - - -
-Alans - - - - - - -
- - - - - - - -177 170 58
- - - - - - - -silver、狗、猪
- - - - - - - -
39 - - - - - - - -
编辑的文化只是更改或资源的统计和保存
要增加一个新省去列表的底部,添加一个新的省。记住:
Province_Name
-Town_Name - - - - - - -
- - - - - - - -Culture(派系)
- - - - - - - -Culture(叛军)
- - - - - - - -Red绿蓝色值用空格分开
- - - - - - - -Resources是用逗号分开的
- - - - - - - -Triumph点价值
- - - - - - - -Basic农场一级
改变所有权、城镇增加水平和建筑物中沉降,
这部分的指南包含很多“我相信‘有人能帮我确认我所说的,它会让我放心不下。
打开descr_strat.txt
正如我说的那样,在‘知道文件的部分,在该文件中它可以改变开始/结束日期,可玩的游戏可玩派系/ /。这样也可以绕着3D地图上的物件如资源和世界奇迹之一。它也可能改变军队,家庭成员,代理和家庭树的一个派系。大部分的这些事情将会自我明显,但我要跳过他们认清了造型省。
这将是自我的一些明显的也,但我想要让这个指南,简单跟随尽可能所以我要了解细节:
向下滚动,或搜索:
> > > >;派系开始的部分
现在你应该看到一个单子,上面列了所有派别,在每个阵营的地区,有个单子,上面列了所有这些定居点的一张表,然后所有的家庭成员,并他们的众军,然后把他们的代理人,然后把他们的船只和最后的信息关于他们的家庭树。就像我说的,我要把注意力集中在乡村。
这是基本格式和解的(注意,这些词在方括号[]是我的解释是:
结算
{
水平的- - - - - - -
-region - - - - - - -
-year_founded - - - - - - -
族群- - - - - - -
-settlement_tax - - - - - - -
-plan_set - - - - - - -
-faction_creator - - - - - - -
固定- - - - - - -
{ - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - -[这是那里的名单上的建筑物去)
- - - - - - - - - - - - - }
}
水平的大小,即城市或large_town镇。可能的价值观是:
村
镇
large_town
城市
large_city
huge_city
这个地区是这个省的简单的城镇。
我不知道什么year_founded都是不一样的。所有现有的城镇有0作为价值在这里。
人口是人的数量。如果你想让你的城镇是villiages,那么他们可以有一个庞大的人口。
我以为,把settlement_tax更高的数目,更多的钱你得到来自税收(我认为,但似乎每一个现有的城镇价值51)
这是plan_set镇的布局,必死在阵上。
这faction_creator决定了这个城镇的外观,如下。野蛮人城镇看上去不同的罗马人。
名单上的建筑物以该格式:
固定- - - - - - -
{ - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - -类型(类建筑的建筑如][名字]muster_field
- - - - - - - - - - - - - }
如此杰出的建筑是其范畴的数据在export_descr_buildings.txt '文件夹中。这包括:
Core_buildings
防御(注意,CA不能拼写防御)
兵营
马术
导弹
市场
史密斯
port_buildings
健康
hinterland_farms
hinterland_roads
hinterland_mines
学术
竞技场
剧院
despotic_law
结伴
酒馆
temple_of_battle
temple_of_battleforge
temple_of_farming
temple_of_fertility
temple_of_forge
temple_of_fun
temple_of_governors
temple_of_healing
temple_of_horse
temple_of_hunting
temple_of_justice
temple_of_law
temple_of_leadership
temple_of_love
temple_of_naval
temple_of_one_god
temple_of_trade
temple_of_victory
temple_of_violence
temple_of_viking
temple_of_horse2
名字是它的名字,如在export_descr_buildings.txt
增加另一个楼就是重复这个格式。例如:
固定- - - - - - -
{ - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - -类型的兵营muster_field
- - - - - - - - - - - - - }
固定- - - - - - -
{ - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - -类型core_building governors_villa
- - - - - - - - - - - - - }
编辑一个省份,只是向下滚动,直到你找到它,或者寻找的名字(换句话说,这是在省。Latium不是罗马),并改变状态。保存文件,确认你已经删除map.rwm和运行这个游戏。
要增加一个新省,找到这个阵营你想把它添加到(如果你不想把它给一个阵营的,把它添加到奴隶)和滚动列表的底部。增加你的阵营使用格式化我给以上:
结算
{
水平的- - - - - - -
-region - - - - - - -
-year_founded - - - - - - -
族群- - - - - - -
-settlement_tax - - - - - - -
-plan_set - - - - - - -
-faction_creator - - - - - - -
固定- - - - - - -
{ - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - -[这是那里的名单上的建筑物去)
- - - - - - - - - - - - - }
}
现在只有一件事之前,你需要你省是可选的。
改变的名称/加省为它出现在campmap
在数据上,打开my_campaign_regions_and_setlement_names.txt \文本的文件夹中。
现在你应该看到一个单子,上面列了所有的参考文献所使用的电——{ }括号包围着,卷曲,然后又有三个缩进(标签)和名字出现在了比赛。
例句。
{ Britannia_Inferior } - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Britannia劣质
编辑的名字,因为它出现在campmap直接编辑右栏。
加入你省在列表的底部添加这个(用自己的名字):
{ my_province } - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -“我省
{ my_town } - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -“我镇
保存并退出。
你是新省现在应该工作。确认你已经删除map.rwm和运行这个游戏。
__________________________________________________ _______________
一款四位:数组在战略地图上(细节)
重新定制你的广告活动的地图是一种相当容易procces。首先,打开map_regions.tga。尺寸大小的帆布去你想要的东西。
我建议你改变从屏幕右上角,因为所有的尺寸测量在descr_strat.txt从底部左手角落。如果你想要的大小,在另一个方向,你将不得不改变所有在descr_strat统筹。
我推荐您填写这新的领域与海洋的颜色。你总能编辑它以后。
现在采取的一个注记的新维度,它们的map_regions.tga(以像素为单位)。
desc_terrain.txt开放。在这里你要看x和y尺寸的地图。这些都是map_regions.tga的尺寸。编辑这些使他们比赛你的地图的大小。保存并退出。
现在你必须编辑这些文件:
disasters.tga
map_climates.tga
map_features.tga
map_ground_types.tga
map_heights.tga
map_regions.tga
map_roughness.tga
map_trade_routes.tga
你不得不调整他们走向正确的比例。记得要调整从屏幕右上角(即添加帆布的顶端,而右手边)。
记得尺寸的文件:
disasters.tga map_regions.tga——一样的大小
map_climates.tga -大小的两倍,map_regions.tga + 1像素
map_features.tga map_regions.tga——一样的大小
map_ground_types.tga -大小的两倍,map_regions.tga + 1像素
map_heights.tga -两倍大map_regions.tga +一个像素作为
map_roughness作为map_regions.tga -两倍大。
map_trade_routes.tga map_regions.tga——一样的大小
radar_map1.tga map_regions.tga——一样的大小
radar_map2.tga regions.tga——的两倍大
就像在map_regions,你应该去做这新的地区海的颜色。这是不一样的,和一些文件的每个文件不需要一个特定的颜色,大海。它应该很容易让你做。
删除map.rmw,运行这个游戏。
注:会产生一种新的map.rmw每次你运行这个运动,你必须删除它每一次。如果一个新生成的,那么它不可能是一个错误的tga的。
祝你好运,
Myrddraal 老外的话真多啊
null
机器翻译太别扭了…,改改而且没原文对比…而且文件目录都翻译了,晕 似乎可以看出一些端倪,不过详细却无法比对,有点吃力 直接用工具或在线翻译的吧。。。。 机器翻译的肯定错误百出 机器翻译无法获得奖励 本帖最后由 cinyokun 于 2011-11-6 23:28 编辑我想大概这个就是原文,,反正我弄了半天还是没能弄明白如何做一张新的地图
关于战役地图修改说明
―――――――――――――――――――――――――――――――
I know there is the research post, but the info there is a bit muddled, and I missed some stuff first time round, so I though I'd start this thread, feel free to add to it if you like. Very little of this is my work, its just a gathering of information.
Here we go:
Step one:- Making your Campaign folder.
Make a new folder in \data\world\maps\campaign\ called my_campaign and copy the entire contents of the Imperial campaign into it. Also copy the contents of \data\world\maps\base\ into it.
Now go to \data\text\ and copy the file imperial_campaign_regions_and_settlement_names.txt and rename it my_ campaign_regions_and_settlement_names.txt Note: This file goes in data\text folder, NOT the campaign folder
Now when you run Rome, you should see the option to play a Provincial Campaign in the Single Player menu. Your campaign should appear and it should be a playable copy of the Imperial Campaign.
Step two:- know the files
In your new folder you should find the following files:
descr_disasters.txt
descr_events.txt
descr_mercenaries.txt
descr_regions.txt
descr_regions_and_settlement_name_lookup.txt
descr_strat.txt
descr_terrain.txt
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
disasters.tga
leader_pic_brutii.tga
leader_pic_julii.tga
leader_pic_scipii.tga
map.rwm
map_britons.tga
map_brutii.tga
map_carthage.tga
map_climates.tga
map_egypt.tga
map_FE.tga
map_features.tga
map_gaul.tga
map_german.tga
map_ground_types.tga
map_heights.hgt
map_heights.tga
map_illyria.tga
map_julii.tga
map_parthia.tga
map_regions.tga
map_roughness.tga
map_scipii.tga
map_seleucid.tga
map_trade_routes.tga
radar_map1.tga
radar_map2.tga
water_surface.tga
You should now delete:
map.rwm
map_heights.hgt
(you don’t need to backup as they are just copies from the Imperial Campaign)
These are files don’t do anything and can be deleted (as far as I know):
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
Text files:
descr_disasters.txt
- contains a list of the possible disasters e.g. earthquakes and floods. We don’t need to edit this.
descr_events.txt
- this contains a list of pre-defined events that happen in game.
descr_mercenaries.txt
- This is where the availability of mercs in certain regions is determined. The pool is the overall area, the regions are the regions in this area, and the units are the units availiabe in the pool. We will need to edit this later.
descr_regions.txt
- This is one of the most important files. When we later edit the file map_regions.txt, we will define the areas of the provinces using certain RGB values. In this text file, there is a list of all the provinces on the map. This list also contains info like the name of the region (no spaces but you can use _), the name of the settlement, the default cultures, the RGB value used to define this region in map_regions.tga, the resources available in that province, the triumph point value and the basic farm level. We will be editing this a lot.
descr_regions_and_settlement_name_lookup.txt
- This should contain a list of all the names of provinces and towns as they are called in descr_regions.txt These aren’t the actual names as they will appear on the map, these are just references for the program.
descr_strat.txt
- This is also one of the most important files. In this file, we choose the factions, set the start/end dates, position 3D models on the campmap (e.g. wonders and resources), allocate settlements to factions, set the buildings and place armies and family members. I go into the format of this a bit later.
descr_terrain.txt
- This contains the info about the dimensions of the map.
Tga files:
disasters.tga
- Contains the locations on the map for the different disasters. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt
leader_pic_FACTION.tga
- Where FACTION is the faction name. This is the portrait for the first leader of that faction.
Map_FACTION.tga
- Where FACTION is the faction name. This is the image that appears when you select a faction to show what sections of the world it owns.
map_climates.tga
- This is where you set the different climates for the world. There are 12 different climates some of which will become snowed during winter.
The 12 different climates are:
Sub-Arctic - Dark Green RGB(0, 166, 81)
Alpine - Green RGB(57, 181, 74)
Highland - Light Green RGB(141, 198, 63)
Swamp - Yellow RGB(255, 242, 0)
Deep Temperate Forest - Light Orange RGB(247, 148, 29)
Light Temperate Forest - Orange RGB(242, 101, 34)
Infertile Temperate Grassland - Red RGB(237, 28, 36)
Fertile Temperate Grassland - Dark Pink RGB(237, 20, 91)
Mediterranean - Pink RGB(236, 0, 140)
Semi-Arid - Blue RGB(0, 114, 188)
Sandy Desert - Dark Purple RGB(102, 45, 145)
Rocky Desert - Mauve RGB(146, 39, 143)
The dimensions of this file should be twice the size of map_regions.tga + 1 pixel
map_FE.tga
- I’m not sure what this does, it appears to be a map of the world, but it doesn’t look like any of the radar screens.
map_features.tga
- This is where you give the position of rivers volcanoes and cliffs. For rivers you define the source, the river and the crossings using different RGB values. Cliffs are just lines you cannot cross. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt
Here are the RGB values:
River - Blue (0,0,255)
Volcano - Red (255,0,0)
Cliff - Yellow (255,255,0)
River Crossing - Light Blue (0,255,255)
River Source - White (255,255,255)
Rivers cannot go diagonally (i.e. from one pixel to the pixel down and to the right). They must go in steps (i.e. from one pixel, down one pixel, across one pixel). You cannot have a square of river (i.e. 2 by 2 pixels) and a river must have a source. You can have a river that splits, but it cannot re-join itself.
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)
map_heights.tga
- This is where the 3D aspect of the campmap is determined.
Ground must be shades of gray (Red = Green = Blue i.e. RGB(100 100 100)). The lighter the shade of gray, the higher the point on the campmap.
Sea must be shades of blue (Blue = anything, Green = Red = 0). I think it is possible to use any shade of blue, but the existing campaign maps use RGB(0 0 253) so that’s a safe bet.
map_regions.tga
- Probably the most important file. It should be the size shown in desr_terrain.txt
This is where the regions are defined. Each region has a different RGB value which is then stated in descry_regions.txt as I said earlier. Each province must have a town shown by a single black pixel RGB(0 0 0). This pixel must not touch another province. Ports are shows as a single white pixel RGB(255 255 255). These must be in contact with the sea. Ports are not necessary for the game to run.
Each province must at least a city. This pixel may not touch or corner a different province.
single pixel with R:0 G:0 B:0
Ports are not necessary, even for coast provinces.
single pixel with R:255 G:255 B:255
When making your map, remember these requirements.
Required landmass
The engine requires a certain amount of landmass that is relative to the size of the campaign map. If that amount is not present than the campaign will crash before loading.
Jerome posted:
A few other caveats about regions:
- they should be 'convex' (one landmass, no inaccessible areas)*
- they should have only one settlement and only one port
- all land tiles should be part of a known region
- each non-sea region should contain at least some fertile tiles
- continuous sea surfaces should form one region
- the maximum number of regions supported is 200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
map_roughness
- When it comes to this file, I am ignorant as to what it does, someone could help me out to finish this guide? I know that it has to be twice the size as map_regions.tga.
map_trade_routes.tga
- Again, not sure what this does. It should be the same size as map_regions.tga
radar_map1.tga
- This is the minimap for the campaign. It should be the same size as map_regions.tga
radar_map2.tga
- This is the map shown during faction selection. It should be twice the size as regions.tga
water_surface.tga
- This is a texture for the surface of the water, you won’t need to edit this.
__________________________________________________ _______________
Step 3:- Editing and adding new provinces (in detail)
This post seems very long, but reading it once is enough. Once you get the hang of it its easy.
This section of the guide can be a bit hard to follow as at some points you will have to do separate things if you are editing provinces or if you are adding a new province. The bits of this guide which are unique to editing provinces are in blue, and the bits which are unique to adding a new province are in red. Anything in black applies to both. Hope you can follow it:
Editing the size/shape of existing provinces / adding the shape of a new province to the map:
If all you want to do is edit the shape/size of a province, this section is enough.
To add a new province completely you will have to do this section and the next sections.
There couldn’t be anything easier than editing existing provinces. Adding new provinces is a bit more complicated but the principles are the same. Open up map_regions.tga in a picture editor.
As you can see, the image consists of a different RGB value representing each province. Each province has a black dot in it. This is where the town in that province will appear. There is sometimes a white dot where ports will appear. Sea is represented by light blue RGB(41 140 233)
To edit a province simply use the colour of the province you want to edit and change the size and shape of the province.
Make sure you use the same RGB value as for the rest of the province, make sure you have at least one and no more than one black pixel RGB(0 0 0) where the town will be. Remember that this pixel cannot touch another province (it must be surrounded by pixels of the colour of the province). Be wary about changing the position of the town. If you place it in an invalid place (i.e. up a mountain) you will get an error. Ports are not strictly necessary even for coastal provinces. They must touch the sea.
To add a new region just choose a colour (make sure it’s a colour that hasn’’t been used yet) and draw in your province. Remember, each province need one and no more than one town (single black pixel), and remember the recommendations Jerome posted:
A few other caveats about regions:
- they should be 'convex' (one landmass, no inaccessible areas)*
- they should have only one settlement and only one port
- all land tiles should be part of a known region
- each non-sea region should contain at least some fertile tiles
- continuous sea surfaces should form one region
- the maximum number of regions supported is 200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
If all you’ve done is edit an existing province, make sure you have deleted map.rwm and run the game. The province should be edited.
To add a new region carry on to Editing/Adding the culture and resources and stats of provinces step
Nothing new so far, and that should be fairly easy.
Now for some extra info:
Editing / Adding the culture resources and stats of provinces:
To edit / add resources and cultures open up descr_regions.txt.
Here there should be a list of all the provinces on the map. The format for this list goes something like this:
Province_Name
--------- Town_Name
---------Culture (Faction)
---------Culture (Rebels)
---------Red Green Blue values separated by spaces
---------Resources separated by commas
---------Triumph point value
---------Basic farm level
Now I’ll go through what each one does:
Changing the names of existing provinces as they appear on the campaign map is not done in this file. The names given here are just references for the program and as you can see contain no spaces (Though they may contain underscores). I’ll come back to editing names further on.
The cultures define how loyal the people will be to nations that govern them and how they will rebel.
Culture (Faction) is the faction to which the people of this province will be most loyal too, i.e. romans_julii.
Culture (Rebels) determines which rebel faction the people of the province will join if they rebel. A list of all the rebel factions can be found in rebel_factions_descr_enums.txt in the ‘data’ folder.
The RGB value is, as I have already said, the RGB value of that province in map_regions.tga. For editing existing provinces you shouldn’t edit this if you are editing an existing province.
The resources are separated by commas and spaces.. Here is a list of existing resources:
Normal resources:
iron
wine
marble
timber
glass
gold
grain
lead
amber
camels
silver
textiles
pottery
hides
olive_oil
elephants
camels
copper
purple_dye
incense
silk
tin
wild_animals
slaves
dogs
pigs
Hidden resources
Sparta
If you don’t want the province you are editing to have any resources, simply type ‘none’ here.
I don’t know what the triumph point value is.
The basic farm level is how good at farming this province is. The higher the basic farm level, the more money you will get from building farming buildings.
Here is an example province. Yours should look something like this:
Tribus_Alanni
---------Campus_Alanni
---------scythia
---------Alans
---------177 170 58
---------silver, dogs, pigs
---------5
---------3
To edit the cultures or resources just change the stats and save
To add a new province go to the bottom of the list, and add a new province. Remember:
Province_Name
---------Town_Name
---------Culture (Faction)
---------Culture (Rebels)
---------Red Green Blue values separated by spaces
---------Resources separated by commas
---------Triumph point value
---------Basic farm level
Changing/adding the ownership, town level and buildings in a settlement,
This part of the guide contains a lot of ‘I think’ could someone please confirm what I’m saying, it will put my mind at rest.
Open up descr_strat.txt
As I said in the ‘Knowing the Files’ section, in this file it is possible to change the start/end dates, the playable/unplayable/unlockable factions. It is also possible to move around the 3D objects on the map such as the resources and the wonders of the world. It is also possible to change the armies, family members, agents and family tree of a faction. Most of these things will be self evident, but I’m going to skip them to get on to modding provinces.
Some of this will be self evident also, but I want to make this guide as simple to follow as possible so I’m going into detail:
Scroll down or search for:
;>>>> start of factions section
Here you should see a list of all the factions, within each faction area, there is a list of all the settlements, and then a list of all the family members and their armies, then a list of their agents, then a list of their ships and finally the info about their family tree. As I said, I’m going to concentrate on the settlements.
This is the basic format of a settlement (Note, the words in square brackets [] are my explanations:
settlement
{
---------level
---------region
---------year_founded
---------population
---------settlement_tax
---------plan_set
---------faction_creator
---------building
---------{
------------------
---------}
}
The level is the size of the town, i.e. city or large_town. The possible values are:
village
town
large_town
city
large_city
huge_city
The region is simply the province in which the town is.
I don’t know what year_founded does. All the existing towns have 0 as the value here.
Population is the number of people. If you want your towns to be villiages, then they can have a huge population.
I think that with the settlement_tax, the higher the number, the more money you get from taxation (I think, but it seems that every existing town has a value of 51)
The plan_set is the layout of the town in battle.
The faction_creator determines the appearance of the town, i.e. the barbarian towns look different to the roman ones.
The list of buildings takes this format:
---------building
---------{
------------------Type
---------}
The type of building is its category as in export_descr_buildings.txt in the ‘data’ folder. This includes:
Core_buildings
defenses (notice that CA can’t spell defences)
barracks
equestrian
missiles
market
smith
port_buildings
health
hinterland_farms
hinterland_roads
hinterland_mines
academic
amphitheatres
theatres
despotic_law
caravans
taverns
temple_of_battle
temple_of_battleforge
temple_of_farming
temple_of_fertility
temple_of_forge
temple_of_fun
temple_of_governors
temple_of_healing
temple_of_horse
temple_of_hunting
temple_of_justice
temple_of_law
temple_of_leadership
temple_of_love
temple_of_naval
temple_of_one_god
temple_of_trade
temple_of_victory
temple_of_violence
temple_of_viking
temple_of_horse2
The name is its name as in export_descr_buildings.txt
To add another building just repeat this format. For example:
---------building
---------{
------------------Type barracks muster_field
---------}
---------building
---------{
------------------Type core_building governors_villa
---------}
To edit a province, just scroll down till you find it, or search for the name of the province it is in (e.g. Latium not Rome), and change the stats. Save the file, make sure you’ve deleted map.rwm and run the game.
To add a new province, find the faction you want to add it to (If you don’t want to give it to a faction add it to slaves) and scroll to the bottom of the list. Add your faction using the formatting I gave above:
settlement
{
---------level
---------region
---------year_founded
---------population
---------settlement_tax
---------plan_set
---------faction_creator
---------building
---------{
------------------
---------}
}
Now there’s only one more thing to do before you’re province is playable.
Changing/adding the name of a province as it appears on the campmap
Open up my_campaign_regions_and_setlement_names.txt in the data\text folder.
Here you should see a list of all the references used by the comp surrounded by curly brackets {} and then three indents (tab) and the name that appears in game.
e.g.
{Britannia_Inferior}---------------------------Britannia Inferior
To edit the name as it appear on the campmap simply edit the right hand column.
To add your province at the bottom of the list add this (with your own names):
{my_province}---------------------------My Province
{my_town}---------------------------My Town
Save and quit.
You’re new province should now be working. Make sure you’ve deleted map.rwm and run the game.
__________________________________________________ _______________
Section four: Resizing the campaign map (in detail)
Resizing your campaign map is a fairly easy procces. First, open up map_regions.tga. Resize the canvas to the dimensions you want.
I recommend that you resize from the top right hand corner, as all measurements in descr_strat.txt are measured from the bottom left hand corner. If you want to resize in another direction, you will have to change all the co-ordinates in descr_strat.
I recommend you fill this new area with sea colour. You can always edit it later.
Now take a note of the new dimensions (in pixels) of map_regions.tga.
Open up desc_terrain.txt. Here you should see the x and y dimensions of the map. These are the dimensions of the map_regions.tga. Edit these so that they match the size of your map. Save and Quit.
Now you have to edit these files:
disasters.tga
map_climates.tga
map_features.tga
map_ground_types.tga
map_heights.tga
map_regions.tga
map_roughness.tga
map_trade_routes.tga
You have to resize them to the right proportions. Remember to resize from the top right hand corner (i.e. add canvas to the top and right hand sides).
Remember the dimensions of the files:
disasters.tga - The same size as map_regions.tga
map_climates.tga - Twice the size of map_regions.tga + one pixel
map_features.tga - The same size as map_regions.tga
map_ground_types.tga - Twice the size of map_regions.tga + one pixel
map_heights.tga - Twice the size as map_regions.tga + one pixel
map_roughness - Twice the size as map_regions.tga.
map_trade_routes.tga - The same size as map_regions.tga
radar_map1.tga - The same size as map_regions.tga
radar_map2.tga - Twice the size of regions.tga
As in map_regions, you should make this new area sea colour. This is not the same for every file, and some files do not require a specific colour for the sea. It should be easy enough for you to do.
Delete map.rmw, and run the game.
NB: A new map.rmw will be generated every time you run the campaign, you must delete it EVERY time. If a new one isn't generated, then it is probably an error in the tga's.
Good Luck,
Myrddraal
本帖最后由 cinyokun 于 2011-11-7 07:22 编辑
从三国城市坐标对照map_regions.tga知道三国的图大小宽190*高180
就是三国的地图比例从左至右是0至190
比如我想让三国地图右边的海更宽阔从190开始更多地图的海水比如加100而地图高度不变使地图成为290*180如图
还有map_roughness.tga。map_roughness.tga这几个文件都按照上面的大小格式要求保存
并且按照上面说的做了把map.rwm和map_heights.hgt删除了还把descr_terrain.txt生成地图的控制文件也改成290*180
我曾经在原来的地图上修改成功过。比如那些改改河流渡口山脉树林,地形高低之类的。按道理我并没有改变三国原来的已经分好了的其他坐标。只是让地图边缘扩展。也就是说原来的190以前的坐标应该还是有效的,而这样改应该可以生成地图才是的啊。然而事实是无法生成直接跳出。很令人费解。希望会做地图的高手能为我解答 cinyokun 发表于 2011-11-6 23:22 static/image/common/back.gif
我想大概这个就是原文,,反正我弄了半天还是没能弄明白如何做一张新的地图
...
mark一下,有空的话试试。。。 本帖最后由 thundersl 于 2011-11-19 20:16 编辑
cinyokun 发表于 2011-11-6 23:22 static/image/common/back.gif
我想大概这个就是原文,,反正我弄了半天还是没能弄明白如何做一张新的地图
...
I know there is the research post, but the info there is a bit muddled, and I missed some stuff first time round,
我知道这里有研究专栏,但是信息有点混乱,而且我第一轮漏了某些东西,
so I though I'd start this thread, feel free to add to it if you like. Very little of this is my work, its just a gathering
所以我觉得应该开这个帖;你愿意的话,随意往里加东西。这里很少的东西是我本人的工作,大多是收集
of information.
的一些信息。
Here we go:我们开始吧
Step one:- Making your Campaign folder.第一步,建立你的战役文件夹。
Make a new folder in \data\world\maps\campaign\ called my_campaign and copy the entire contents of the
在 \data\world\maps\campaign\下建立名为my_campaign的文件夹,把帝国战役文件夹里所有的东西拷进来。
Imperial campaign into it. Also copy the contents of \data\world\maps\base\ into it.
\data\world\maps\base\ 下的东西也要拷进来。
Now go to \data\text\ and copy the file imperial_campaign_regions_and_settlement_names.txt and rename
现在到\data\text\下把imperial_campaign_regions_and_settlement_names.txt文件拷贝一份,重命名为
it my_ campaign_regions_and_settlement_names.txt Note: This file goes in data\text folder, NOT the campaign folder
my_ campaign_regions_and_settlement_names.txt。注意:这个文件要放在data\text下,而不是那个campaign文件夹。
Now when you run Rome, you should see the option to play a Provincial Campaign in the Single Player menu. Your
现在启动罗马全战,在单人游戏菜单里你应该看到玩地方战役的选项。你的战役
campaign should appear and it should be a playable copy of the Imperial Campaign.
应该显示出来,并且可以像帝国战役一样来玩
Step two:- know the files第二步,了解文件
In your new folder you should find the following files:在你的新文件夹里,你应该看到如下文件:
descr_disasters.txt disaster:灾难
descr_events.txt event:事件
descr_mercenaries.txt mercenary:佣兵
descr_regions.txt region:地区
descr_regions_and_settlement_name_lookup.txt settlement:城市(愿意为建筑,但最近看了点三国全战的代码,settlement在这里应该是指城池)lookup:查找
descr_strat.txt strat: stratgy战略,策略?
descr_terrain.txt terrain:地形
注:以上文件名中的descr应该为description(描述)的缩写
description.txt description:描述
description_brutii.txt brutii:南意大利的古人,占据bruttium地区。作为贵族帮助征服
希腊和周围地区,在第二次迦太基战争中效力于汉尼拔,此后他们的领地被没收,他们也被征为公共奴隶。
description_julii.txt julii:应该是姓Julius的人,古罗马贵族
description_scipii.txt scipii:应该是姓Scipio的人,古罗马Cornelii家族的一支
disasters.tga
leader_pic_brutii.tga leader:领导人
leader_pic_julii.tga
leader_pic_scipii.tga
map.rwm
map_britons.tga briton:不列颠(英国)
map_brutii.tga
map_carthage.tga carthage:迦太基
map_climates.tga climate:气候
map_egypt.tga egypt:埃及
map_FE.tga
map_features.tga feature:特征,要素
map_gaul.tga gaul:高卢(法国)
map_german.tga german:日耳曼(德国)
map_ground_types.tga ground:地面 type:类型
map_heights.hgt height:高度
map_heights.tga
map_illyria.tga illyria:伊利里亚,南欧巴尔干半岛西部的古国
map_julii.tga
map_parthia.tga parthia:波斯
map_regions.tga
map_roughness.tga roughness:粗糙度
map_scipii.tga
map_seleucid.tga seleucid:塞琉西,亚历山大大帝之后的王国
map_trade_routes.tga trade:交易,贸易 route:路线
radar_map1.tga radar:雷达
radar_map2.tga
water_surface.tga
本帖最后由 thundersl 于 2011-11-12 10:25 编辑
thundersl 发表于 2011-11-10 19:04 static/image/common/back.gif
I know there is the research post, but the info there is a bit muddled, and I missed some stuff fi ...
You should now delete: 你现在应该删除以下文件:
map.rwm
map_heights.hgt
(you don’t need to backup as they are just copies from the Imperial Campaign)
这些文件不必备份,它们是帝国战役里拷贝过来的
These are files don’t do anything and can be deleted (as far as I know):
以下文件不要进行处理,据我所知可以删掉(这里不理解,要删掉的话为啥不和上面两个一起说。。。)
description.txt
description_brutii.txt
description_julii.txt
description_scipii.txt
Text files:文本文件:
descr_disasters.txt
- contains a list of the possible disasters e.g. earthquakes and floods. We don’t need to edit this.
包含可能的灾难列表,例如地震、洪水。这个文件我们不必编辑
descr_events.txt
- this contains a list of pre-defined events that happen in game.
包含游戏里发生的事先设定的事件
descr_mercenaries.txt
- This is where the availability of mercs in certain regions is determined. The pool is the overall area, the regions are
the regions in this area, and the units are the units availiabe in the pool. We will need to edit this later.
这里决定特定地区雇佣佣兵的可能性,佣兵池(类似奖池)是总体地区,。。。我们以后再来编辑这个。
descr_regions.txt
- This is one of the most important files. When we later edit the file map_regions.txt, we will define the areas of the
这时最重要的文件之一。以后我们编辑map_regions.txt是,要利用特定的RGB值来定义行省。
provinces using certain RGB values. In this text file, there is a list of all the provinces on the map. This list also contains
这个文本文件里有含地图上所有行省的列表,列表里同样包含各种信息像地区名称、
info like the name of the region (no spaces but you can use _), the name of the settlement, the default cultures,
(没有空格,但你可以看到下划线_)、建筑名称、默认文化、
the RGB value used to define this region in map_regions.tga, the resources available in that province, the triumph
map_regions.tga文件里用来定义这个地区的RGB值、行省内可得的资源、胜利点值
point value and the basic farm level. We will be editing this a lot.
以及基本农业等级。我们要对这些进行很多编辑。
descr_regions_and_settlement_name_lookup.txt
- This should contain a list of all the names of provinces and towns as they are called in descr_regions.txt These aren’t
这个文件包含descr_regions.txt里所有的行省和城池名称列表。这些名称并不是显示在地图上的名称,
the actual names as they will appear on the map, these are just references for the program.
而只是程序里提到的名称。
descr_strat.txt
- This is also one of the most important files. In this file, we choose the factions, set the start/end dates, position 3D
这也是最重要的文件之一。这个文件里,我们选择派系,设定开始/结束日期,摆放战役地图中的3D模型(如奇迹
models on the campmap (e.g. wonders and resources), allocate settlements to factions, set the buildings and place
和资源),给派系分配定居点,设定建筑,安放军队和家族成员。
armies and family members. I go into the format of this a bit later.
我过会再来处理这些格式。
descr_terrain.txt
- This contains the info about the dimensions of the map.
这个文件包含地图的尺寸信息。 本帖最后由 thundersl 于 2011-11-17 10:32 编辑
Tga files: tga文件:
disasters.tga
- Contains the locations on the map for the different disasters. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt
包含地图上各地不同的灾难。这应该与(包含了terrain.txt里设定的尺寸的)map_regions.tga一样大。
leader_pic_FACTION.tga
- Where FACTION is the faction name. This is the portrait for the first leader of that faction.
FACTION是派系名,这个文件是派系第一个领袖的肖像。
Map_FACTION.tga
- Where FACTION is the faction name. This is the image that appears when you select a faction to show what sections of the world it owns.
FACTION是派系名,这个文件是你选中派系时显示的派系领土范围的图像。
map_climates.tga
- This is where you set the different climates for the world. There are 12 different climates some of which will become snowed during winter.
这是你设定世界不同气候的文件,有12种不同的气候,其中有些冬天下雪。
The 12 different climates are:
Sub-Arctic - Dark Green RGB(0, 166, 81) 亚北极,暗绿,RGB(红绿蓝三原色系统,用来定义颜色)
Alpine - Green RGB(57, 181, 74) 阿尔卑斯,绿色
Highland - Light Green RGB(141, 198, 63) 高地,浅绿
Swamp - Yellow RGB(255, 242, 0) 沼泽,黄色
Deep Temperate Forest - Light Orange RGB(247, 148, 29) 温带深林,浅橙
Light Temperate Forest - Orange RGB(242, 101, 34) 温带(不很茂密的)森林,橙色
Infertile Temperate Grassland - Red RGB(237, 28, 36) 温带贫瘠草原,红色
Fertile Temperate Grassland - Dark Pink RGB(237, 20, 91) 温带肥沃草原,暗粉
Mediterranean - Pink RGB(236, 0, 140) 地中海,粉色
Semi-Arid - Blue RGB(0, 114, 188) 半干旱,蓝色
Sandy Desert - Dark Purple RGB(102, 45, 145) 沙漠,暗紫
Rocky Desert - Mauve RGB(146, 39, 143) 戈壁,紫红
The dimensions of this file should be twice the size of map_regions.tga + 1 pixel
这个文件的尺寸应该是map_regions.tga两倍+1像素
map_FE.tga
- I’m not sure what this does, it appears to be a map of the world, but it doesn’t look like any of the radar screens.
我不确定这个文件是干嘛的,似乎是世界地图,但不像雷达小地图上的任何一个。
map_features.tga
- This is where you give the position of rivers volcanoes and cliffs. For rivers you define the source, the river and the crossings using different RGB values. Cliffs are just lines you cannot cross. This should be the same size as map_regions.tga, which should have the dimensions stated in terrain.txt
这个文件给出河流、火山和悬崖绝壁的位置。对于河流,用不同的RGB值定义源头、河流以及渡口。悬崖是不能通过的线。这个文件应该与map_regions.tga(与terrain.txt文件规定的尺寸一致)的尺寸一样。
Here are the RGB values: 这里给出RGB值:
River - Blue (0,0,255) 河流蓝色
Volcano - Red (255,0,0) 火山红色
Cliff - Yellow (255,255,0) 悬崖黄色
River Crossing - Light Blue (0,255,255) 渡口浅蓝
River Source - White (255,255,255) 河源白色
Rivers cannot go diagonally (i.e. from one pixel to the pixel down and to the right). They must go in steps (i.e. from one pixel, down one pixel, across one pixel). You cannot have a square of river (i.e. 2 by 2 pixels) and a river must have a source. You can have a river that splits, but it cannot re-join itself.
河流不能走对角线(如从一个像素到下面的像素再到右面的像素)。它们必须一步一步走(如从一个像素到下面一个像素,横越一个像素)。河流不能是方形的(如2像素×2像素),它必须有源头,可以分叉,但分叉后不能自己重新交汇。 本帖最后由 thundersl 于 2011-11-21 18:41 编辑
thundersl 发表于 2011-11-12 10:29 static/image/common/back.gif
Tga files: tga文件:
disasters.tga
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
这里设定战役地图的质地结构(如肥沃、沙漠等)。一共有14种地面类型,分别用不同的RGB值定义。这个文件的尺寸应该是
map_regions.tga的尺寸两倍加一个像素。
The RGB values are: RGB值如下:
Fertile Low - Grey-Blue (0, 128, 128) 肥沃低地 灰蓝
Fertile Medium - Light Green (96, 160, 64) 肥沃平地(中等高度) 浅绿
Fertile High - Olive (101, 124, 0) 肥沃高地橄榄色
Wilderness - Black (0, 0, 0) 荒地黑色
Mountains High - Light Brown (196, 128, 128) 高山 浅棕
Mountains Low - Brown (98, 65, 65) 低山 棕色
Hills - Olive-Brown (128, 128, 64) 小山 橄榄 棕
Forest Dense - Dark Green (0, 64, 0) 茂密树林 暗绿
Forest Sparse - Green (0, 128, 0) 稀疏树林 绿色
Swamp - Bright Green (0, 255, 128) 沼泽 亮绿
Ocean - Dark Maroon (64, 0, 0) 海洋 暗栗色
Sea Deep - Dark Red (128, 0, 0) 深海 暗红
Sea Shallow - Red (196, 0, 0) 浅海 红色
Beach - White (0, 0, 0) 海滩 白色
map_heights.tga
- This is where the 3D aspect of the campmap is determined.
这里定义战役地图的3D特征
Ground must be shades of gray (Red = Green = Blue i.e. RGB(100 100 100)). The lighter the shade of gray, the higher the point on the campmap.
地面必须为灰色阴影(RGB红绿蓝三个值一样,如RGB(100 100 100))。灰色越浅,这个点在战役地图上越高。
Sea must be shades of blue (Blue = anything, Green = Red = 0). I think it is possible to use any shade of blue, but the existing campaign maps use RGB(0 0 253) so that’s a safe bet.
海面必须是蓝色阴影(蓝值随便,绿=红=0)。我想任意阴暗度的蓝色都可以,但现存的战役地图都用RGB(0 0 253),所以这个值是个安全的赌注。
map_regions.tga
- Probably the most important file. It should be the size shown in desr_terrain.txt
可能是最重要的文件,应该与desr_terrain.txt里显示的尺寸一样。
This is where the regions are defined. Each region has a different RGB value which is then stated in descry_regions.txt as I said earlier. Each province must have a town shown by a single black pixel RGB(0 0 0). This pixel must not touch another province. Ports are shows as a single white pixel RGB(255 255 255). These must be in contact with the sea. Ports are not necessary for the game to run.
这个文件里设定地区。每个地区都有一个不同的RGB值,如我先前所说,这个RGB值记录在descr_regions.txt文件里。每个行省都必须有一座以黑色(RGB 0 0 0)单像素定义的城池。这个像素一定不能碰到另外的行省。港口以白色(RGB 255 255 255)单像素定义,必须靠海。游戏的运行无需港口。
Each province must at least a city. This pixel may not touch or corner a different province.
每个行省必须有至少一座城市,这个像素不能接触或与另一个行省呈交角存在。
single pixel with R:0 G:0 B:0
单个像素,RGB值0 0 0(这个用来定义城市)
Ports are not necessary, even for coast provinces.
港口不是必须的,即使是海岸行省。
single pixel with R:255 G:255 B:255
单个像素,RGB值255 255 255(这个用来定义港口)
When making your map, remember these requirements.
制作地图时记着这些要求。
Required landmass
要求的大陆
The engine requires a certain amount of landmass that is relative to the size of the campaign map. If that amount is not present than the campaign will crash before loading.
引擎要求特定数目的大陆,这与战役地图的大小相关。如果数目不够,加载战役之前就会崩溃。
本帖最后由 thundersl 于 2011-11-26 13:33 编辑
Jerome posted:
杰罗姆贴的:
A few other caveats about regions:
关于地区的另外一些警告:
- they should be 'convex' (one landmass, no inaccessible areas)*
它们必须是“convex凸面的”(一个大陆,没有不能到达的) *
- they should have only one settlement and only one port
它们应当只有一座城市和一个港口
- all land tiles should be part of a known region
所有地面砖块都应该是已知地区的一部分
- each non-sea region should contain at least some fertile tiles
每个非海洋地区都应该至少有一点肥沃土地
- continuous sea surfaces should form one region
连续的海面应该形成一个地区
- the maximum number of regions supported is 200
能支持的最大地区数为200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
两个临近地区中心的距离不能超过50块砖(砖相当于前文的像素?)
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
*:不按这样做的话,游戏不会跳出,但AI可能会混乱。
map_roughness roughness:粗糙度
- When it comes to this file, I am ignorant as to what it does, someone could help me out to finish this guide? I know that it has to be twice the size as map_regions.tga.
这个文件我不大了解,有人能帮我完成这个指南么?我知道这个文件应当是map_regions.tga文件尺寸的两倍大。
map_trade_routes.tga trade_route:贸易线路
- Again, not sure what this does. It should be the same size as map_regions.tga
再次,我不打确认这个文件是干嘛的,这个文件大小与map_regions.tga一样。
radar_map1.tga radar:雷达
- This is the minimap for the campaign. It should be the same size as map_regions.tga
这个是战役地图的小地图,这应该与map_regions.tga大小一样。
radar_map2.tga
- This is the map shown during faction selection. It should be twice the size as regions.tga
这个是选择派系时显示的地图,应该是regions.tga的两倍大小。
water_surface.tga water surface水面
- This is a texture for the surface of the water, you won’t need to edit this.
这是水面的纹理,你不必编辑这个文件。
__________________________________________________ _______________
本帖最后由 thundersl 于 2011-11-26 14:27 编辑
Step 3:- Editing and adding new provinces (in detail)
第三步:细节讲述编辑和增加新行省
This post seems very long, but reading it once is enough. Once you get the hang of it its easy.
这个贴看起来很长,但看一遍就够了。一旦上手,你会发现这个很容易。
This section of the guide can be a bit hard to follow as at some points you will have to do separate things if you are editing provinces or if you are adding a new province. The bits of this guide which are unique to editing provinces are in blue, and the bits which are unique to adding a new province are in red. Anything in black applies to both. Hope you can follow it:
指南的这个部分可能有点难于跟上,某些点你必须区分你在编辑行省或者你在增加新行省。这部分指南里,编辑行省的独特部分是蓝色的,增加新行省的独有部分是红色的,黑色的部分是二者通用的。希望你能跟上。(很遗憾我翻译的不是原帖,看不到哪段是红色哪段是蓝色。。。)
Editing the size/shape of existing provinces / adding the shape of a new province to the map:
编辑已有行省的大小/形状,或者给地图增加新行省的形状:
If all you want to do is edit the shape/size of a province, this section is enough.
如果你只想编辑行省的大小或形状,那这部分就已经足够了。
To add a new province completely you will have to do this section and the next sections.
要增加全新的行省,你需要把这一部分和下一部分都完成。
There couldn’t be anything easier than editing existing provinces. Adding new provinces is a bit more complicated but the principles are the same. Open up map_regions.tga in a picture editor.
这里没有啥比编辑已存行省更简单了。增加新行省有点更复杂,但是原则是一样的。用图像编辑器打开map_regions.tga。
As you can see, the image consists of a different RGB value representing each province. Each province has a black dot in it. This is where the town in that province will appear. There is sometimes a white dot where ports will appear. Sea is represented by light blue RGB(41 140 233)
正如你所见,图像由代表每个行省的不同的RGB值组成。每个行省里都有一个黑点,这是行省里城池的位置。行省里有时有白点,这是港口的位置。海洋用浅蓝色RGB(41 140 233)代表。
To edit a province simply use the colour of the province you want to edit and change the size and shape of the province.
编辑行省很简单,利用行省的颜色,更改行省的大小和形状
Make sure you use the same RGB value as for the rest of the province, make sure you have at least one and no more than one black pixel RGB(0 0 0) where the town will be. Remember that this pixel cannot touch another province (it must be surrounded by pixels of the colour of the province). Be wary about changing the position of the town. If you place it in an invalid place (i.e. up a mountain) you will get an error. Ports are not strictly necessary even for coastal provinces. They must touch the sea.
确保你行省的剩下部分用同样地RGB值,确保有且仅有一个黑色像素(RGB 0 0 0),这是城池的所在。记着这个像素不能碰到其他行省(它必须被本行省颜色所包围),更改行省位置时要谨慎,如果你把它放在一个无效位置(如山上)将会出错。即使海岸行省,港口也不是必须的。港口必须接触海洋。 本帖最后由 thundersl 于 2011-11-27 20:25 编辑
To add a new region just choose a colour (make sure it’s a colour that hasn’’t been used yet) and draw in your province. Remember, each province need one and no more than one town (single black pixel), and remember the recommendations Jerome posted:
要增加一个新地区(行省),只需选择一个颜色(确认这个颜色目前还没被用到),画在你的行省里。记住,每个行省需要且只需要一座城市(单个黑色像素),并且记住前文杰罗姆贴出的那些建议。
A few other caveats about regions:
关于地区的另外一些警告:
- they should be 'convex' (one landmass, no inaccessible areas)*
它们必须是“convex凸面的”(一个大陆,没有不能到达的) *
- they should have only one settlement and only one port
它们应当只有一座城市和一个港口
- all land tiles should be part of a known region
所有地面砖块都应该是已知地区的一部分
- each non-sea region should contain at least some fertile tiles
每个非海洋地区都应该至少有一点肥沃土地
- continuous sea surfaces should form one region
连续的海面应该形成一个地区
- the maximum number of regions supported is 200
能支持的最大地区数为200
- the distance between the centres of any two adjacent regions should not exceed 50 tiles*
两个临近地区中心的距离不能超过50块砖(砖相当于前文的像素?)
*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
*:不按这样做的话,游戏不会跳出,但AI可能会混乱。
If all you’ve done is edit an existing province, make sure you have deleted map.rwm and run the game. The province should be edited.
如果你所做的只是编辑已有行省,确认你删掉了map.rwm文件并且运行游戏。这样行省就编辑好了。
To add a new region carry on to Editing/Adding the culture and resources and stats of provinces step
要增加新地区,继续到编辑或增加文化、资源以及行省统计的步骤。
Nothing new so far, and that should be fairly easy.
迄今为止还没啥新的,这些很简单。 本帖最后由 thundersl 于 2011-11-27 20:29 编辑
Now for some extra info:
现在来点附加的信息:
Editing / Adding the culture resources and stats of provinces:
编辑或增加文化、资源和行省统计:
To edit / add resources and cultures open up descr_regions.txt.
要编辑或增加资源和文化,打开descr_regions.txt文件。
Here there should be a list of all the provinces on the map. The format for this list goes something like this:
这里应该有地图上所有行省的列表,列表格式大致如下:
Province_Name 行省名
--------- Town_Name 城市名
---------Culture (Faction) 文化(派系)
---------Culture (Rebels) 文化(叛军)
---------Red Green Blue values separated by spaces 红 绿 蓝(RGB值)由空格隔开
---------Resources separated by commas 资源,由逗号隔开
---------Triumph point value 胜利点值(这个具体是啥?。。。)
---------Basic farm level 基本农业等级
Now I’ll go through what each one does:
Changing the names of existing provinces as they appear on the campaign map is not done in this file. The names given here are just references for the program and as you can see contain no spaces (Though they may contain underscores). I’ll come back to editing names further on.
The cultures define how loyal the people will be to nations that govern them and how they will rebel.
Culture (Faction) is the faction to which the people of this province will be most loyal too, i.e. romans_julii.
Culture (Rebels) determines which rebel faction the people of the province will join if they rebel. A list of all the rebel factions can be found in rebel_factions_descr_enums.txt in the ‘data’ folder.
The RGB value is, as I have already said, the RGB value of that province in map_regions.tga. For editing existing provinces you shouldn’t edit this if you are editing an existing province.
The resources are separated by commas and spaces.. Here is a list of existing resources:
Normal resources:
iron
wine
marble
timber
glass
gold
grain
lead
amber
camels
silver
textiles
pottery
hides
olive_oil
elephants
camels
copper
purple_dye
incense
silk
tin
wild_animals
slaves
dogs
pigs
Hidden resources
Sparta
If you don’t want the province you are editing to have any resources, simply type ‘none’ here.
I don’t know what the triumph point value is.
页:
[1]
2