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Making a new campaign map(制作一个新的战役地图)3

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发表于 2012-3-16 11:26:25 | 显示全部楼层 |阅读模式
跟着昨天的

Required landmass
需要的陆地
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.
机器需要一个指定的陆地面积并和战役地图的大小相对。如果那个面积不存在,(电脑会爆掉)
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*

关于地区的一些其他注意事项:
- 他们应该是“凸”(陆地,没有人迹罕至的地区)
- 他们应该只有一个(settlement 我忘了怎么翻译。。。是指在那里的居住者)和一个港口
- 所有的土地应该是已知区域的一部分
- 每个非海地区至少应包含一些肥沃的瓷砖
- 连接的的海面应形成一个地区
- 地区的最大面积是200
- 任何两个相邻地区的中心之间的距离不应超过50砖


*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
(太长了。。意思就是要遵从以上指令)

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.
当我碰到这个文件,我忽略了他的用处。有人可以帮我完成这个指南么?我只知道它应该是map_regions.tga.的两倍大小。


map_trade_routes.tga
- Again, not sure what this does. It should be the same size as map_regions.tga
又来了,不确定它的用处。应该和map_regions.tga一样大

radar_map1.tga
- This is the minimap for the campaign. It should be the same size as map_regions.tga
这个事战役的小地图。应该和 map_regions.tga一样大
radar_map2.tga
- This is the map shown during faction selection. It should be twice the size as regions.tga
这个是在势力选择时出现的地图。应该是regions.tga的两倍大
water_surface.tga
- This is a texture for the surface of the water, you won’t need to edit this.
这个是水的纹理。你不需要编辑这个。


Step 3:- Editing and adding new provinces (in detail)
第三步:编辑和增加新的省区(详细)

This post seems very long, but reading it once is enough. Once you get the hang of it its easy.
这篇文章看起来很长,但读一遍就够了。一旦你抓到诀窍就会觉得简单。

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:
这个向导的部分会有些难遵从因为你需要一心二用(在编辑和增加新的省区时)。蓝色的是编辑省区所需要的步骤,红色是创建省区所需要的步骤。黑色是两个都需要的。希望你可以尊从:

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.
如果你要的只是编辑形状和尺寸,这部分就足够了。去完全的创建一个新的省区,你需要完成这部分和下一部分。
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.
没有比编辑已存的省区更简单的了。创建新的省区会麻烦一点,但道理是一样的。在图片编辑的工具里打开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)
你可以看出,在不同的省区中,图像包括着不同的RGB值。每个省区里都有一个黑点。这个黑点代表着城市的所在地。白点代表着港口。海是浅蓝色的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.
去编辑一个省区只需要你用你想编辑的省区的颜色去编辑(改变尺寸,大小)
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.
在剩下的省区里确保你用同样的RGB值。确保你有至少一个和不超过一个黑像素RGB(0 0 0)在城市的坐标。记住尺寸不可以接触到另外的省区(必须被省区的颜色的像素包围)。在改变城市的位置时保持警惕。如果你放到一个无效的位置(例:山),你会出现错误。港口不是必须存在的(尽管是沿海地区),但港口必须碰触到海。
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:
创建一个省区只需要选择一个颜色然后划到你的省区。记住,每个省区需要一个并不可超过1个的城市(单黑像素),并记得Jerome讲述的:
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*
关于地区的一些其他注意事项:
- 他们应该是“凸”(陆地,没有人迹罕至的地区)
- 他们应该只有一个(settlement 我忘了怎么翻译。。。是指在那里的居住者)和一个港口
- 所有的土地应该是已知区域的一部分
- 每个非海地区至少应包含一些肥沃的瓷砖
- 连接的的海面应形成一个地区
- 地区的最大面积是200
- 任何两个相邻地区的中心之间的距离不应超过50砖

*: not doing these things shouldn't cause a crash, but it may cause the AI to mess up.
(和刚刚一样)
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.
如果你只是编辑一个已存在的省区,确保你已经删除了map.rwm 然后运行游戏。省区应该已经被编辑了
To add a new region carry on to Editing/Adding the culture and resources and stats of provinces step
建立一个新的省区继续编辑/添加文化和资源和省区情况
Nothing new so far, and that should be fairly easy.
到现在的程序应该很简单。
Now for some extra info:
额外的信息:

Editing / Adding the culture resources and stats of provinces:
编辑/添加文化和资源和省区情况:

To edit / add resources and cultures open up descr_regions.txt.
去编辑/添加资源和文化,请打开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:
这里是在地图上的全部省区的列表。列表的格式是这样的:

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

省区_名字
---------城市_名字
---------文化(派系)
---------文化(叛军)
---------由空格分隔的红绿蓝值
---------由逗号分隔的资源
---------凯旋点价值
---------基本农田水平

Now I’ll go through what each one does:
现在我会解释每个是干什么的:

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.
改变省区名字不是在这个文件里完成的。这里的名字只是程序的一个参考。(你可以看出不包括空格*虽然他们可能包含下划线)。我在后期会回来改变名字。
The cultures define how loyal the people will be to nations that govern them and how they will rebel.
文化确定着人民对政府的忠诚度和叛变度。
Culture (Faction) is the faction to which the people of this province will be most loyal too, i.e. romans_julii.
(派系)的文化是这个省的人最忠诚的,例: 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.
文化(叛军)确定的造反派。如果他们反叛,全省人民都将参加。在rebel_factions_descr_enums.txt中可以找出所有的叛乱派别。


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.
RGB值是我提到的, map_regions.tga里的RGB值。编辑已存的省区不需要编辑这个文件。

The resources are separated by commas and spaces.. Here is a list of existing resources:
资源被逗号和空格分开。下面是资源列表:

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

正常的资源:


大理石
木材
玻璃
黄金
粮食
带领
琥珀
骆驼

纺织品
陶器
隐藏
菊花油
大象
骆驼

紫晶

丝绸

野生动物
奴隶


隐藏资源:
(?)
If you don’t want the province you are editing to have any resources, simply type ‘none’ here.
如果你不想你要编辑的省区有任何资源,打“none”在这里。
I don’t know what the triumph point value is.
我不知道triumph point value 是什么。

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.
最低农场等级是这个省区农业程度。农场等级越高,建造农业设施所赚到的钱越高。

Here is an example province. Yours should look something like this:
下面是个例子:

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
编辑文化或资源只需要改变统计然后储存。
To add a new province go to the bottom of the list, and add a new province. Remember:
去创建一个新的省区请到列表的最下面,创建新的省区。记住: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





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发表于 2012-3-16 22:15:25 | 显示全部楼层
这个太专业了{:soso_e160:}

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中华MOD网推荐搜索:https://kan.1mod.org/

中华MOD网新浪微博:https://weibo.com/1mod

中华MOD网推荐浏览器点击我下载

中华MOD网腾讯微信:All1mod 或首页左边

中华MOD网游戏帮助Q群:218311682

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