| Author | Message | 
        
			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Importing new terrain into CCI'm not sure this is the right forum to post this, I couldn't find a more relevant one to terrain drawing, so I assumes that this covers both.
 I had a look in the CC directory earlier and discovered how easy the graphics for everything is to assemble, therefore I decided to make my own terrain.
 
 However, I am not sure how I can import this new terrain into CC. When I open the scene editor and select 'create new scene', my terrain does not appear on the list. Is there some .ini file somewhere which I need to tweak so that the game recognises it as a terrain? If so, where can I find it/what is it called?
 
 Thanks in advanced.
 
 
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			| Thu Apr 22, 2010 6:10 am | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: Importing new terrain into CCYou don't actually import terrain.When it says new, the terrain is actually the map, without any bunker modules [eg, bunker 21], just the terrain.
 
 your looking for the materials.ini.
 
 Inside, you can create a new material, and give it a colour hue (in cc's pallete i believe [Disclaimer: i do not make scenes])
 
 Then, you have to draw out a new map, [Scene .bmp file] with the colour you used for your material.
 
 [If confused, ask Tomaster]
 
 
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			| Fri Apr 23, 2010 12:35 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCI refferenced the colours from another map, so they should currently associate themselves with the right textures. Quote: When it says new, the terrain is actually the map, without any bunker modules [eg, bunker 21], just the terrain.Yes, I know that; but when loading the scene editor and I try to use this terrain in a brand new scene, the colour map for the terrain does not appear on the drop down list.
 
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			| Fri Apr 23, 2010 12:41 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Importing new terrain into CCDragon, he wants to know the ini codes for making a terrain, not making a new material.
 @OP: look into Base.rte\Scenes, there's a whole lot of them defined in ini files. Easiest would be to copy Flatland.ini and tweak it to your liking.
 
 
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			| Fri Apr 23, 2010 12:41 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCAh, that's what I was looking for, thanks.
 I did not realise that the game could not pick up terrains without being told what they are called, even though they are the only pictures in the scenes folder.
 
 
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			| Fri Apr 23, 2010 12:44 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Importing new terrain into CCThere is some other data in the ini file as well, like terrain frostings, the randomly placed rocks and gold underground, backdrop layers, and gravity. 
 
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			| Fri Apr 23, 2010 12:47 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCYeah, i saw that before. But I'm not sure what 'terrain frostings' mean though. Well, I made a copy of a map .ini and changed the settings accordingly Quote: //////////////////////////////////////////////////////////// Tettaia Dusts
 
 AddScene = Scene
 PresetName = Tettaia Dusts
 LocationOnPlanet = Vector
 X = 110
 Y = -64
 // Gravity acceleration, m/s^2
 GlobalAcceleration = Vector
 X = 0
 Y = 20
 
 // Terrain SceneLayer
 Terrain = SLTerrain
 PresetName = Tettaia Dusts Terrain
 BitmapFile = ContentFile
 Path = Base.rte/Scenes/TettaiaDusts.bmp
 WrapX = 0
 WrapY = 0
 ScrollRatio = Vector
 X = 1.0
 Y = -1.0
 BackgroundTexture = ContentFile
 Path = Base.rte/Scenes/Textures/RockDarkRed.bmp
 
 /////////////////////////////////////////
 // Material frostings
 
 AddTerrainFrosting = TerrainFrosting
 TargetMaterial = Material
 CopyOf = Topsoil
 FrostingMaterial = Material
 CopyOf =
 MinThickness = 5
 MaxThickness = 7
 InAirOnly = 1
 
 /////////////////////////////////////////
 // Terrain Debris which is scattered
 /*
 AddTerrainDebris = TerrainDebris
 CopyOf = Gold
 
 AddTerrainDebris = TerrainDebris
 CopyOf = Boulders
 */
 // Background scene layer definitions
 AddBackgroundLayer = SceneLayer
 CopyOf = Near Layer
 AddBackgroundLayer = SceneLayer
 CopyOf = Clouds Layer
 AddBackgroundLayer = SceneLayer
 CopyOf = Sky Layer
However, the terrain map still does not appear on either the scene list or the list of available terrains. Am I not doing something or doing something wrong? Before I made another scene merely consisting an object, but i had to reinstall the game for some reason and now that will not work either, even when in the base folder.
 
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			| Fri Apr 23, 2010 12:58 am | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: Importing new terrain into CCDuh102 wrote: Dragon, he wants to know the ini codes for making a terrain, not making a new material.
 @OP: look into Base.rte\Scenes, there's a whole lot of them defined in ini files. Easiest would be to copy Flatland.ini and tweak it to your liking.
er, misunderstood.
 
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			| Fri Apr 23, 2010 12:58 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Importing new terrain into CCEnforcer wrote: However, the terrain map still does not appear on either the scene list or the list of available terrains. Am I not doing something or doing something wrong?Have you gone into the index.ini in Base.rte and included your new ini file? Actually, it might be a good idea for you to read this topic  on the wiki and separate your new terrain from the basegame files, just to learn good coding practices.
 
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			| Fri Apr 23, 2010 1:03 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCNo, I did not know about that, thanks. 
 
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			| Fri Apr 23, 2010 1:05 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCI added the .ini file of the map into the list inside scenes.ini, and now the game crashes on startup when it tries to load my map on the first loading screen, saying: Quote: RTE Aborted!Abortion in file .\System\Reader.cpp, line 531, because:
 
 Referring to an instance ('5') to copy from that hasn't been defined! in Base.rte/Scenes/TettaiaDusts.ini at line 35!
 
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			| Fri Apr 23, 2010 1:23 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Importing new terrain into CCPost the .ini file please? Somewhere it's thinking you told it to copy from an object named 5. 
 
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			| Fri Apr 23, 2010 1:31 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCHere:Scenes.ini Quote: //////////////////////////////////////////////// Background layers
 
 AddBackgroundLayer = SceneLayer
 PresetName = Near Layer
 AddToGroup = Near Backdrops
 DrawTransparent = 1
 WrapX = 1
 WrapY = 0
 ScrollRatio = Vector
 X = 0.25
 Y = 1200
 BitmapFile = ContentFile
 Path = Base.rte/Scenes/Backdrops/Middle.bmp
 
 AddBackgroundLayer = SceneLayer
 PresetName = Near Layer B
 AddToGroup = Near Backdrops
 DrawTransparent = 1
 WrapX = 1
 WrapY = 0
 ScrollRatio = Vector
 X = 0.25
 Y = 2400
 BitmapFile = ContentFile
 Path = Base.rte/Scenes/Backdrops/Middle.bmp
 
 AddBackgroundLayer = SceneLayer
 PresetName = Near Raukar
 AddToGroup = Near Backdrops
 DrawTransparent = 1
 WrapX = 1
 WrapY = 0
 ScrollRatio = Vector
 X = 0.25
 Y = 1200
 BitmapFile = ContentFile
 Path = Base.rte/Scenes/Backdrops/MiddleRaukar.bmp
 
 AddBackgroundLayer = SceneLayer
 PresetName = Clouds Layer
 AddToGroup = Mid Backdrops
 DrawTransparent = 1
 WrapX = 1
 WrapY = 0
 ScrollRatio = Vector
 X = 0.02
 Y = 2400
 BitmapFile = ContentFile
 Path = Base.rte/Scenes/Backdrops/Clouds.bmp
 
 AddBackgroundLayer = SceneLayer
 PresetName = Sky Layer
 AddToGroup = Far Backdrops
 DrawTransparent = 0
 WrapX = 1
 WrapY = 0
 ScrollRatio = Vector
 X = 0.01
 Y = 1200
 BitmapFile = ContentFile
 Path = Base.rte/Scenes/Backdrops/Back.bmp
 
 ////////////////////////////////////////////////
 // Begin list of TerrainObject:s
 
 AddTerrainObject = TerrainObject
 PresetName = Brain Vault
 GoldCost = 100
 AddToGroup = Bunker Modules
 // Foreground color bitmap
 FGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/BrainVaultFG.bmp
 // Material bitmap
 MaterialFile = ContentFile
 Path = Base.rte/Scenes/Objects/BrainVaultMat.bmp
 // Background color bitmap
 BGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/BrainVaultBG.bmp
 BitmapOffset = Vector
 X = -138
 Y = -94
 AddChildObject = SOPlacer
 PlacedObject = Actor
 CopyOf = Brain Case
 Offset = Vector
 X = 8
 Y = -38
 Rotation = Matrix
 AngleDegrees = 180
 
 AddTerrainObject = TerrainObject
 PresetName = Rocket Silo
 GoldCost = 250
 AddToGroup = Bunker Modules
 // Foreground color bitmap
 FGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/RocketSiloFG.bmp
 // Material bitmap
 MaterialFile = ContentFile
 Path = Base.rte/Scenes/Objects/RocketSiloMat.bmp
 // Background color bitmap
 BGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/RocketSiloBG.bmp
 BitmapOffset = Vector
 X = -240
 Y = -203
 
 AddTerrainObject = TerrainObject
 PresetName = Wall
 AddToGroup = Bunker Modules
 GoldCost = 50
 // Foreground color bitmap
 FGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/WallFG.bmp
 // Material bitmap
 MaterialFile = ContentFile
 Path = Base.rte/Scenes/Objects/WallMat.bmp
 // Background color bitmap
 BGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/WallBG.bmp
 BitmapOffset = Vector
 X = -52
 Y = -107
 
 AddTerrainObject = TerrainObject
 PresetName = Gold Small 01
 // Foreground color bitmap
 FGColorFile = ContentFile
 Path = Base.rte/Scenes/Objects/SmallGold1FG.bmp
 // Material bitmap
 MaterialFile = ContentFile
 Path = Base.rte/Scenes/Objects/SmallGold1Mat.bmp
 BitmapOffset = Vector
 X = -84
 Y = -80
 
 ////////////////////////////
 // Bunker Modules!
 
 IncludeFile = Base.rte/Scenes/Objects/BunkerModules/BunkerModules.ini
 IncludeFile = Base.rte/Scenes/Objects/Tutorial Objects/TutorialBunker.ini
 IncludeFile = Base.rte/Scenes/Objects/BunkerBits/BunkerBits.ini
 IncludeFile = Base.rte/Scenes/Objects/Geology/Geology.ini
 IncludeFile = Base.rte/Scenes/Objects/Scripted/Scripted Objects.ini
 IncludeFile = Base.rte/Scenes/Objects/BunkerModules/Craft Docking Systems.ini
 
 ////////////////////////////////////////////////
 //Begin list of TerrainDebris
 
 AddTerrainDebris = TerrainDebris
 PresetName = Boulders
 DebrisFile = ContentFile
 // When loading, 000-001-002 etc is added automatically before .bmp
 Path = Base.rte/Scenes/Objects/Boulders/Boulder.bmp
 DebrisPieceCount = 103
 DebrisMaterial = Material
 CopyOf = Stone
 TargetMaterial = Material
 CopyOf = Earth
 OnlyOnSurface = 0
 MinDepth = 0
 MaxDepth = 300
 DensityPerMeter = 1.5
 
 AddTerrainDebris = TerrainDebris
 PresetName = Gold
 DebrisFile = ContentFile
 // When loading, 000-001-002 etc is added automatically before .bmp
 Path = Base.rte/Scenes/Objects/Gold/Gold.bmp
 DebrisPieceCount = 26
 DebrisMaterial = Material
 CopyOf = Gold
 TargetMaterial = Material
 CopyOf = Earth
 OnlyOnSurface = 0
 MinDepth = 25
 MaxDepth = 350
 DensityPerMeter = 2.0
 
 AddTerrainDebris = TerrainDebris
 PresetName = Gold Dense
 DebrisFile = ContentFile
 // When loading, 000-001-002 etc is added automatically before .bmp
 Path = Base.rte/Scenes/Objects/Gold/Gold.bmp
 DebrisPieceCount = 26
 DebrisMaterial = Material
 CopyOf = Gold
 TargetMaterial = Material
 CopyOf = Earth
 OnlyOnSurface = 0
 MinDepth = 25
 MaxDepth = 350
 DensityPerMeter = 4.0
 
 AddTerrainDebris = TerrainDebris
 PresetName = Plants
 DebrisFile = ContentFile
 // When loading, 000-001-002 etc is added automatically before .bmp
 Path = Base.rte/Scenes/Objects/Plants/Plant.bmp
 DebrisPieceCount = 23
 DebrisMaterial = Material
 CopyOf = Grass
 TargetMaterial = Material
 CopyOf = Grass
 OnlyOnSurface = 1
 MinDepth = 5
 MaxDepth = 6
 DensityPerMeter = 1.5
 
 
 ////////////////////////////////////////////////
 // Terrains
 
 IncludeFile = Base.rte/Terrains.ini
 
 
 //////////////////////////////////////////////////////////
 // Scenes
 
 IncludeFile = Base.rte/Scenes/Grasslands.ini
 IncludeFile = Base.rte/Scenes/Editor.ini
 IncludeFile = Base.rte/Scenes/Test.ini
 //IncludeFile = Base.rte/Scenes/Physics Test.ini
 IncludeFile = Base.rte/Scenes/Actor Test.ini
 IncludeFile = Base.rte/Scenes/AI Test.ini
 IncludeFile = Base.rte/Scenes/Horiz Land.ini
 IncludeFile = Base.rte/Scenes/Cave Cliffs.ini
 IncludeFile = Base.rte/Scenes/Ketanot Hills.ini
 IncludeFile = Base.rte/Scenes/RockValley.ini
 IncludeFile = Base.rte/Scenes/CanyonLand.ini
 IncludeFile = Base.rte/Scenes/MountainLand.ini
 IncludeFile = Base.rte/Scenes/PointyMountain.ini
 IncludeFile = Base.rte/Scenes/FlatZone.ini
 IncludeFile = Base.rte/Scenes/FlatZoneLarge.ini
 IncludeFile = Base.rte/Scenes/TheGap.ini
 IncludeFile = Base.rte/Scenes/Pillar.ini
 IncludeFile = Base.rte/Scenes/AntHill.ini
 IncludeFile = Base.rte/Scenes/Richlands.ini
 IncludeFile = Base.rte/Scenes/TettaiaDusts.ini
 
 //////////////////////////////////////////////////////////
 //Bunkers
 IncludeFile = Base.rte/Scenes/Zone 21.ini
 IncludeFile = Base.rte/Scenes/Bunker 38.ini
 IncludeFile = Base.rte/Scenes/Area 14.ini
 IncludeFile = Base.rte/Scenes/Mountain Compound 8.ini
 IncludeFile = Base.rte/Scenes/Station #836-AOC.ini
 
 
 IncludeFile = Base.rte/Scenes/Mining Colony 1.ini
 
 IncludeFile = Base.rte/Scenes/Concrete Pit.ini
 
 IncludeFile = Base.rte/Scenes/PointyM Base.ini
 
 IncludeFile = Base.rte/Scenes/Mining Base 3.ini
And I posted the maps .ini further up. Edit: Oh, i see now. It was because I removed the grass from the topsoil but left the query there. I'm not sure what frostings are, but i know that topsoil is when a material is automatically added to the surface of the ground, which i do not want in this map. Should i delete the whole part on 'frostings'? I'm not sure exactly what it is, but I guess it has something to do with materials being applied to the surface of the ground.
 
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			| Fri Apr 23, 2010 1:35 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Importing new terrain into CCFrostings are indeed terrain bits applied to the top of terrain, so if you don't want it just delete the entire section. That should fix your problem too if that's where the problem lies. 
 
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			| Fri Apr 23, 2010 1:43 am | 
					
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			| Enforcer 
					Joined: Wed Apr 21, 2010 1:54 am
 Posts: 124
 Location: UK, Surrey
   |   Re: Importing new terrain into CCYeah, it fixed the problem. My terrain now loads in the editor, however, it does not recognise any of the colours as textures, even though I copied the exact colours in their RGB values from another terrain colourmap.
 Do I have to add the material paths to the .ini aswell? I'm not sure why they aren't allready defined, as I copied this .ini file from another map.
 
 
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			| Fri Apr 23, 2010 1:51 am | 
					
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