Jump to content

Question to peeps making extra content!


}PW{ Postal

Recommended Posts

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 by }PW{ Postal
Link to comment
Share on other sites

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 )

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 :thumbsup:

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...