1.17 Terrain Help fixes (#7193)

* clean up SotA terrain aliases

* add help entry for terrain elevation in Map Editor topic
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doofus-01 2022-12-26 05:13:55 -08:00 committed by GitHub
parent 0aae92ff98
commit 381e95e6df
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2 changed files with 55 additions and 18 deletions

View File

@ -126,7 +126,7 @@
string=^focS
recruit_from=yes
recruit_onto=yes
aliasof=Iwr
aliasof=Gt
unit_height_adjust=14
submerge=0
editor_group=sota
@ -137,7 +137,7 @@
name= _ "Ship Main Deck"
symbol_image=ship/editor_tiles/main-deck
string=^dekS
aliasof=Iwr
aliasof=Gt
submerge=0
editor_group=sota
[/terrain_type]
@ -149,7 +149,7 @@
string=^pooS
recruit_from=yes
recruit_onto=yes
aliasof=Iwr
aliasof=Gt
unit_height_adjust=14
submerge=0
editor_group=sota
@ -160,7 +160,7 @@
name= _ "Ship Hull"
symbol_image=ship/editor_tiles/hull
string=^hulS
aliasof=^Qov
aliasof=Qt
editor_group=sota
[/terrain_type]
@ -178,7 +178,7 @@
name= _ "Ship Railing"
symbol_image=ship/editor_tiles/railing
string=^ralS
aliasof=^Qov
aliasof=Qt
editor_group=sota
[/terrain_type]
@ -196,7 +196,7 @@
name= _ "Ship Lower Deck"
symbol_image=ship/editor_tiles/lower-deck
string=ldS
aliasof=Iwr
aliasof=Gt
editor_group=sota
[/terrain_type]
@ -205,7 +205,7 @@
name= _ "Ship Lower Deck Edge"
symbol_image=ship/editor_tiles/lower-deck-edge
string=ldeS
aliasof=Xv
aliasof=Xt
editor_group=sota
[/terrain_type]
@ -218,7 +218,7 @@
string=^focS
recruit_from=yes
recruit_onto=yes
aliasof=Iwr
aliasof=Gt
unit_height_adjust=14
submerge=0 # Necessary because the tiles will be overlays on water.
editor_group=sota
@ -229,7 +229,7 @@
name= _ "Ship"
symbol_image=ship/tile--deck
string=^dekS
aliasof=Iwr
aliasof=Gt
submerge=0 # Necessary because the tiles will be overlays on water.
editor_group=sota
[/terrain_type]
@ -241,7 +241,7 @@
string=^pooS
recruit_from=yes
recruit_onto=yes
aliasof=Iwr
aliasof=Gt
unit_height_adjust=14
submerge=0 # Necessary because the tiles will be overlays on water.
editor_group=sota
@ -252,7 +252,7 @@
name= _ "Ship Hull"
symbol_image=ship/tile--transparent
string=^hulS
aliasof=^Qov
aliasof=Qt
editor_group=sota
[/terrain_type]
@ -270,7 +270,7 @@
name= _ "Ship Hull"
symbol_image=ship/tile--transparent
string=^ralS
aliasof=^Qov
aliasof=Qt
editor_group=sota
[/terrain_type]
@ -301,7 +301,7 @@
name= _ "Ship"
symbol_image=ship/tile--deck
string=ldS
aliasof=Iwr
aliasof=Gt
editor_group=sota
[/terrain_type]
@ -310,7 +310,7 @@
name=""
symbol_image=ship/tile--transparent
string=ldeS
aliasof=Xv
aliasof=Xt
editor_group=sota
[/terrain_type]
@ -323,7 +323,7 @@
editor_name= _ "Full Void"
symbol_image=void-full
string=VdS
aliasof=Xv
aliasof=Xt
editor_group=sota
[/terrain_type]
@ -333,7 +333,7 @@
editor_name= _ "Void Overlay"
symbol_image=void-full
string=^VdoS
aliasof=Xv
aliasof=Xt
editor_group=sota
[/terrain_type]
@ -343,6 +343,6 @@
editor_name= _ "Half Void"
symbol_image=void-half
string=^VdhS
aliasof=Xv
aliasof=Xt
editor_group=sota
[/terrain_type]

View File

@ -11,7 +11,7 @@
[section]
id=editor_mode_terrain
title= _ "Terrain Editor"
topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_deprecated_overlay
topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_terrain_elevation, editor_deprecated_overlay
sort_topics=no
[/section]
@ -165,6 +165,43 @@ This turns any base terrain into a village, providing income and healing." + "
Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the players units can see the hex."
[/topic]
[topic]
id=editor_terrain_elevation
title= _ "Terrain Elevation Graphics"
text= "<img>src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes</img> - " + _ "A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palettes “elevation” group." + "
" +
_ "editor^<bold>text='Direct Overlays'</bold>" + "
<img>src='terrain/elevation/bluffs-tile.png' align=here box=yes</img> <img>src='terrain/elevation/regular-tile.png' align=here box=yes</img> " + _ "Bluffs and Gulch
The bluffs, gulches, and similar variations are much like a standard terrain overlay, and can simply be used that way. However, for larger areas of the map, where you will want to allow the use of other overlay terrains, you will want to combine these with the “markers” described in the next section." + "
" +
_ "editor^<bold>text='Elevation Floodfill'</bold>" + "
<img>src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' align=here box=yes</img> " + _ "Raised elevation on-map marker" + "
<img>src='terrain/floodfill/marker-high-tile.png' align=here box=yes</img>" + _ "Raised elevation editor palette icon
To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles.
There are two high markers and two low markers, so it is possible to make terraces of up to five levels (lowest, lower, normal, higher, highest). Placing a high region next to a low region does not result in larger cliffs.
" + "
" +
_ "editor^<bold>text='How to Use'</bold>
The marker arrows are not very useful by themselves, but the bluffs/gulch-type terrains can be used to contain the floodfilled area.
An example use case would be:
1. Select the Bluffs (^Qhh) from the editor palette and use single-hex paint tool to outline a big blob over an empty, all-grass map.
2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the Bluffs border).
3. The blob should all be raised now, and as long as you don't overwrite the Marker or Bluffs overlays, you can add other terrain overlays as needed.
The graphics used to represent the ledge borders are determined by the base terrain.
" +
_ "editor^<format>text='Note for UMC authors: The flood-filled tiles do not have their terrain codes changed, or any other properties affected, so filtering a location by elevation is not simple.' italic='yes' font_size=10 </format>"
[/topic]
[topic]
id=editor_deprecated_overlay
title= _ "Deprecated Terrain"