Mike2k Posted April 14, 2002 Share Posted April 14, 2002 As some of you might know, in the profile.dmp file in your mapeditor directory are all the cliff types stored. Maybe some of you guys (who are interested in making new cliffs) may find it usefull. Here is the 'set-up' of a cliff located in profile.dmpPROFILE {iceridgecliff} <- system name (must be unique)NAME iceridgecliff <- displayed name PAL (null) <- unknownTEX icecliff.tga <- Texture on Point areaSKIRTMAP icecliff.tga <- Texture on Skirt areaCOLLARMAP icecliff.tga <- Texture on Collar areaPOINTV3 0 -76.000000 33.000000 <- Point 1 x,yPOINTV3 1 -50.000000 59.000000 <- Point 2 x,yPOINTV3 2 -20.000000 145.000000 <- Point 3 x,yPOINTV3 3 -6.000000 195.000000 <- Point 4 x,yPOINTV3 4 16.000000 285.000000 <- Point 5 x,ySKIRTV2 0 -144.000000 0.000000 <- SkirtPoint 1 x,ySKIRTV2 1 -76.000000 33.000000 <- SkirtPoint 2 x,y = POINTV3 0 (lowest of Point)COLLARV2 0 16.000000 285.000000 <- CollarPoint 1 x,y = POINTV3 4 (highest of Point)COLLARV2 1 54.000000 335.000000 <- CollarPoint 2 x,yENDPROFILEAlso, in a profile, the model will always be drawn from bottom to top.That means it will draw from COLLARV2 0 to COLLARV2 1 and from POINTV3 2 to POINTV3 3.-Another interesting fact, again as some of you might know. Both 00000409.016 and 00000409.256 (located in the Emperor folder) are bmp files (4 and 8 bits), it's the bmp you see before emperor starts the game and the screen goes black. So far a small Emperor knowledge update...Greetz,-Mike Quote Link to comment Share on other sites More sharing options...
nemafakei Posted April 14, 2002 Share Posted April 14, 2002 Great work in finding that. We haven't up 'till now had anyone working on the technical side of mapmaking (ie they've been making maps, but not analysing the files and stuff) Quote Link to comment Share on other sites More sharing options...
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