}PW{ Postal Posted September 16, 2006 Share Posted September 16, 2006 (edited) Well its in the topic! When people create extra content for maps...buildings and terrains will it show up in the editor so simple folk can just use the editor to create extra content maps? One very big problem i dont like is the fact that we cant see Com station, hollow and a few other terrains in the editor. Edited September 16, 2006 by }PW{ Postal Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted September 16, 2006 Share Posted September 16, 2006 all your custom content can be used in the editor, I don't know about those specific SP objects, but it can be related to their name in the unit file..some categories only show if they have a specific suffix in the name (eg: ghe_ ) but maybe the coop SP elements need the SP module in the editor to work correctly (the existence of a SP module is just a speculation btw ) Quote Link to comment Share on other sites More sharing options...
}PW{ Postal Posted September 16, 2006 Author Share Posted September 16, 2006 Thanks..good news! I still dont understand why Grin didnt add the terrains from Com station, Hollow, The cape and Strong Point. These are all MP maps so the terrains should be available to us in the editor.....Its just weird...and very disapointing...lol But o well, as long as modders make som i can use i will be very happy. Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted September 16, 2006 Share Posted September 16, 2006 is this what you want? to open the cape terrain into the editor? Quote Link to comment Share on other sites More sharing options...
}PW{ Postal Posted September 16, 2006 Author Share Posted September 16, 2006 Yes.... Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted September 17, 2006 Share Posted September 17, 2006 here is my secret recipe... ------------------------------------------------------------------------------ HOW TO IMPORT ORIGINAL GRAW LANDSCAPES INTO THE EDITOR ------------------------------------------------------------------------------ Let's suppose we want to import the mp03 terrain.. 1- Go in data\units\city 2- open u_ground_ghetto.xml 3- change name="gg_mp03_landscape" to name="ghe_mp03_landscape" 4- save the file in your local\english\units\city 5- open the editor and you'll find the terrain into the static layer ------------------------------------------------------------------------------ WARNING THE FOLLOWING HAS NOT BEEN TESTED If you don't want it to operate as a mod, you'll need to change the unit filename to something else (eg: u_mp03_terrain.xml) and rip all the other unit references inside it. It should look like this: <units> <unit type="static" name="ghe_mp03_landscape" slot="35"> <model file="/city/ground_ghetto/gg_mp03_landscape/gg_mp03_landscape.xml"/> <script_class name="base" class="Base"/> <script_class name="editor" class="Editor"/> <stats block="base_data"> <var name="lightmap" value="true"/> <var name="no_silhouette" value="true"/> </stats> </unit> </units> now you can use the local folder method only to import the new unit file into the editor and then you can add it to your map.bundle (being a new file it will not generate an error due to the presence of another file with the same name in the original .bundle) I never tested with more than one unit file pointing to the same object.xml, if it doesnt work you'll need to create a clone of the object set with different names. I never personally tested the importing of new contents in yourmap.bundle. I'll not have time to test these theories till the next weekend, but I'm quite sure it will work so give 'em a try if you can Quote Link to comment Share on other sites More sharing options...
}PW{ Postal Posted September 17, 2006 Author Share Posted September 17, 2006 Thanks alot man! This is very cool. Ive been wanting to use these terrains for a while now but didnt think it was possible without a ton of work. Thanks for taking the time to explain this to me. Thanks, Postal Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted September 17, 2006 Share Posted September 17, 2006 No prob, let me know how this thing goes Quote Link to comment Share on other sites More sharing options...
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