terrain id
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terrain id
update:language - comma and dot
Hello, I wish me an automatic scan through the folders with the sub-folder images/terrain. Because all images have an id and a String.
Code-example in terrain_definitions.cfg which should be in the "add-on-folder/terrain",
works but also in the folder "add-on-folder/utils"
and drives to the tab inside editors panel with exactly these symbolized images.
But not all is done except a screenshot with the new map.
Example snippet from Archaic_Resources, Genesis_Resources and Amaranthine_Stone in regard.
And a full automatic - to set in relation (maybe a text-file output in add-on folder by editors work behind the gui)
for all founded in right manner constructed images.
Or please tell me how is coming the id to the texture and where is the string behind "string=" from.
I would be happy about every answer
Hello, I wish me an automatic scan through the folders with the sub-folder images/terrain. Because all images have an id and a String.
Code-example in terrain_definitions.cfg which should be in the "add-on-folder/terrain",
works but also in the folder "add-on-folder/utils"
and drives to the tab inside editors panel with exactly these symbolized images.
But not all is done except a screenshot with the new map.
Example snippet from Archaic_Resources, Genesis_Resources and Amaranthine_Stone in regard.
Code: Select all
[terrain_type]
symbol_image=village/village-overlay-editor #### sorry a missing ship-symbol
id=20th_ship2
name= _ "Human Ship"
string=Ww^Gyb
aliasof=Gg^Vh, Ww
heals=8
gives_income=true
editor_group=The_20th
[/terrain_type]
for all founded in right manner constructed images.
Or please tell me how is coming the id to the texture and where is the string behind "string=" from.
I would be happy about every answer
Last edited by Luc7y on July 16th, 2019, 10:07 am, edited 5 times in total.
Re: terrain id
What are you trying to do? Are you trying to write a map, or to write a WML event, or what? Feel free to answer in your native language, if it's not English.
- beetlenaut
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Re: terrain id
I don't understand all of this question, but I can give you links that answer one part.
https://wiki.wesnoth.org/TerrainCodesWM ... rain_Codes
https://wiki.wesnoth.org/TerrainCodeTableWML
https://wiki.wesnoth.org/TerrainCodesWM ... rain_Codes
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: terrain id
Aha, all what I must do is - to keep the rule for the first Letters and a little of luck to set no multiple Strings
e.G. a new Mountaintexture look than like this
<code>
{NEW:MOUNTAIN *^Mat mountain-imagename_without_extension}
</code>
- *^Mat is then the usage for string= (in terraindefinition.cfg)
- The picture is coming by the name and the id is for other cases to identifier
inside the graphical user interface.
e.G. a new Mountaintexture look than like this
<code>
{NEW:MOUNTAIN *^Mat mountain-imagename_without_extension}
</code>
- *^Mat is then the usage for string= (in terraindefinition.cfg)
- The picture is coming by the name and the id is for other cases to identifier
inside the graphical user interface.