Inconsistent results with Terrain_Graphics.
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Inconsistent results with Terrain_Graphics.
Hello,
I am struggling with getting consistent results, with the [terrain_graphics] tag. Specifically, the ones with absolute coordinates. Sometimes I get them to work, sometimes I don't and I can't figure out the pattern. The tutorials from website don't seem to work: https://wiki.wesnoth.org/Terraingraphicswml .
Where is a mistake in the following? All map is tagged instead of one specific tile.
Thank you.
I am struggling with getting consistent results, with the [terrain_graphics] tag. Specifically, the ones with absolute coordinates. Sometimes I get them to work, sometimes I don't and I can't figure out the pattern. The tutorials from website don't seem to work: https://wiki.wesnoth.org/Terraingraphicswml .
Where is a mistake in the following? All map is tagged instead of one specific tile.
Code: Select all
[terrain_graphics]
x,y=30,17
[tile]
x=0
y=0
set_flag=center, x
[/tile]
probability=100
[/terrain_graphics]
- beetlenaut
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Re: Inconsistent results with Terrain_Graphics.
There isn't any [image] here. I don't understand how it could work even some of the time without one.
I would take out set_flag (at least at this point), because that could cause inconsistent results if some other, random [tile]s are placed based on the same flags. (Based on what you have, I suspect that you may not understand what flags do in the first place.)
I would take out set_flag (at least at this point), because that could cause inconsistent results if some other, random [tile]s are placed based on the same flags. (Based on what you have, I suspect that you may not understand what flags do in the first place.)
Campaigns: Dead Water,
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The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Inconsistent results with Terrain_Graphics.
There is an example that can be found in the core data. You should know about these macros and where they can be found.
Usually macros can be found inside of: wesnoth\data\core\macros.
But the terrain macros have an folder of their own which is located here: wesnoth\data\core\terrain-graphics
Here you can find some examples in the new-macros.cfg such as:
I hope it helps and have fun. And yeah, there should be more examples inside the wiki.
Usually macros can be found inside of: wesnoth\data\core\macros.
But the terrain macros have an folder of their own which is located here: wesnoth\data\core\terrain-graphics
Here you can find some examples in the new-macros.cfg such as:
Code: Select all
#define NEW:BASE TERRAIN IMAGESTEM
# Places {IMAGESTEM}[1-11].png as base tiles. Assumes 72x72 hex-shaped
# images.
#arg IPF
#endarg
#arg FLAG
base
#endarg
#arg LAYER
-1000
#endarg
[terrain_graphics]
[tile]
x,y=0,0
type={TERRAIN}
set_no_flag={FLAG}
[image]
name={IMAGESTEM}@V.png{IPF}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
[/image]
[/tile]
[/terrain_graphics]
#enddef
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Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Re: Inconsistent results with Terrain_Graphics.
What I am doing is I am making a large map of just tags, then I create general rules for images. The work-in-progress result is as on the picture attached.
However, I just discovered that units dissapear behind my images. Hence the next questions:
1. What layer do units occupy?
2. Is it possible to make them occupy higher layer on certain tiles without defining new terrains?
However, I just discovered that units dissapear behind my images. Hence the next questions:
1. What layer do units occupy?
2. Is it possible to make them occupy higher layer on certain tiles without defining new terrains?
- beetlenaut
- Developer
- Posts: 2830
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Inconsistent results with Terrain_Graphics.
I don't really understand this, so I don't know why you have this problem. Because of this, I don't know if you found the best method of solving it, but I can answer your questions anyway.
1: It is usually 0, but some flying units (bats, for example) are set to layer=60.
2: Yes, but you need to define new units. Bats in SotA do exactly this, so you can look at those unit files to see the easiest way to do it. You can also look at the Wolf Rider to see how to choose an image based on terrain. (The wolf raises its head on water tiles.)
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: Inconsistent results with Terrain_Graphics.
Ok. Everything works so far, but what if I wanted to create new types of tiles? Specifically a tile type that places units at layer 1 instead of 0. Is there a specific tutorial for this? I apologize for the lazy question, I finally got lost and confused in the tutorials and all this stuff.