Idiot's guide to dissecting map_c??
#15

mandrill7 Wrote:
Skunkmeister Wrote:Always draw your map_C at its full size. I will save you a lot of aggravation when you finally get it in game.

Uh-huh........ Well, you PTO guys don't have to place rivers that are 100's of miles long into river valleys and work from the map_h to do that. :wink:

BTW what does the map_c do anyway?? The other maps establish what is land and what is water, elevation, textures, etc.

Hi Mandrill,

Map_c is very important, it's the one that defines what is land and what is water.

Map_h defines the elevation above sealevel of both land and water (yes, lakes, rivers can be above sealevel). Pushing your lakes, rivers to sealevel will ensure the infamous Indiana Jones "steep canyons of certain death".

Map_t defines the textures put on the map - lowland, midland, city, water, etc. BTW use water to make areas navigatable by ships. Using water inland will leave ugly black blotches while using non-water to sea has no effect except making it non-navigatable by ships (or making reefs if the corresponding map_c value is just shy of 128).

map_c is 50m/pixel, map_h and map_t 200m/pixel

The ed maps define the ingame maps.

Map_f and the rest are more obscure.

Hope this helps....
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