Here I would like to give you a little instruction how to increase the number of dumpable piles in your map.
- First you need to convert the terrainDetailHeight_density.gdm to PNG using the GRLE Converter. Then replace the GDM File in your Map with the PNG
Then you need to change the terrainDetailHeight_density.gdm entry under FileID in the map.i3d to terrainDetailHeight_density.png
example:
<File fileId="251" filename="map/terrainDetailHeight_density.gdm"/>
change to
<File fileId="251" filename="map/terrainDetailHeight_density.png"/> - changes in Map.i3d: increase the Channel for the terrainDetailHeight_density Map
<DetailLayer name="terrainDetailHeight" numDensityMapChannels="11" ...
change to
<DetailLayer name="terrainDetailHeight" numDensityMapChannels="12" ... - changes in Map.i3d: in the same row change
compressionChannels="5"
to
compressionChannels="6" - changes in Map.i3d: in the same row change
combinedValuesChannels="0 5 0;5 6 0"
to
combinedValuesChannels="0 6 0;6 6 0" - changes in Map.i3d: in the same row change
heightFirstChannel="5"
to
heightFirstChannel="6" - now save and open the Map with the GE-Editor. check the Log and if it contains no error save your map. Now you can delete the terrainDetailHeight_density.png and change the fileID entry in the map.i3d again
example:
<File fileId="251" filename="map/terrainDetailHeight_density.png"/>
change to
<File fileId="251" filename="map/terrainDetailHeight_density.gdm"/> - change groundHeightShader.xml:
in most cases this will be loaded from the original game. To make changes you need to copy it into your map and change the path in map.i3d.
example entry Map.i3D
<File fileId="295" filename="$data/shaders/groundHeightShader.xml"/>
change to
<File fileId="295" filename="shaders/groundHeightShader.xml"/>
then open the groundHeightShader.xml in your map and change this entrys
row 11
defaultFilename = "../shared/groundHeightNoise.png"/>
change to
defaultFilename = "$data/shared/groundHeightNoise.png"/>
row 192
globals.groundType *= 31;
change to
globals.groundType *= 63; - create a Map Lua (ModMap.lua) Script:
If your Map also uses more terrain angle you should have already have a modmap.lua then you just need to add this line "self.terrainDetailHeightTypeNumChannels = self.terrainDetailHeightTypeNumChannels + 1;"
Code: Select all
ModMap = {} local ModMap_mt = Class(ModMap, Mission00) function ModMap:new(baseDirectory, customMt, missionCollaborators) local mt = customMt if mt == nil then mt = ModMap_mt end local self = ModMap:superClass():new(baseDirectory, mt, missionCollaborators) self.terrainDetailHeightTypeNumChannels = self.terrainDetailHeightTypeNumChannels + 1; return self end
- change the modDesc.xml so the ModMap.lua will be load: (not needed if you already had one.)
change the corresponding row in modDesc.xml. for example
<map id="SampleModMap" className="Mission00" filename="$dataS/scripts/missions/mission00.lua" configFilename="maps/mapDE.xml" defaultVehiclesXMLFilename="defaultVehicles.xml" defaultItemsXMLFilename="defaultItems.xml">
change to
<map id="SampleModMap" className="ModMap" filename="ModMap.lua" configFilename="maps/mapDE.xml" defaultVehiclesXMLFilename="defaultVehicles.xml" defaultItemsXMLFilename="defaultItems.xml">