Forums Index >> Modding >> More selections in create
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Yep. Rename it whatever you want but make sure you change the terrain name and the path in the mission file telling it where to look for the terrain....
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
musicTrack = "Lush";
New ScriptObject(MissionInfo) {
name = "Medulla Mesa";
};
new MissionArea(MissionArea) {
area = "-256 -256 512 512";
flightCeiling = "200";
flightCeilingRange = "0";
floor = "95";
locked = "false";
};
new Sky(Sky) {
position = "0 0 0";
rotation = "1 0 0 0";
scale = "1 1 1";
visibleDistance = "1000";
useSkyTextures = "1";
renderBottomTexture = "0";
SkySolidColor = "0.547000 0.641000 0.789000 0.000000";
fogDistance = "300";
fogColor = "0.820000 0.828000 0.844000 1.000000";
fogVolume1 = "1 1 1";
fogVolume2 = "1 1 1";
fogVolume3 = "40 1 95";
materialList = "~/data/skies/sky_day.dml";
windVelocity = "1 1 0";
windEffectPrecipitation = "1";
noRenderBans = "0";
fogVolumeColor1 = "128.000000 128.000000 128.000000 -222768174765569860000000000000000000000.000000";
fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
fogVolumeColor3 = "128.000000 128.000000 128.000000 -170698929442160050000000000000000000000.000000";
cloudSpeed1 = "0.0001";
locked = "true";
cloudSpeed3 = "0.0003";
cloudHeightPer2 = "0";
cloudSpeed2 = "0.0002";
cloudHeightPer1 = "0";
cloudHeightPer0 = "0";
};
new Sun() {
direction = "0.57735 0.57735 -0.57735";
color = "0.988000 0.985000 0.980000 1.000000";
ambient = "0.500000 0.500000 0.500000 1.000000";
rotation = "1 0 0 0";
locked = "true";
scale = "1 1 1";
position = "0 0 0";
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/detail1";
terrainFile = "./TT1_1.ter"; HERE <-------------------------------------
;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;)
squareSize = "8";
tile = "0";
blockShift = "7";
locked = "false";
position = "-1024 -1024 0";
Yes, you can masimoto.
I think I have mine up to TT6_4. But it has to be in order.
You can't go from TT3_4.mis to TT5_1.mis.
There has to at least be a TT4_1.mis.
Also you can't go from TT4_1.mis to TT4_3.mis.
It all has to be in order. And when you do it that wat they appear in your create server level selections.
Hopefully I answered what you were asking.... :)
Let's start from the basics. What does the numbers mean after TT?
TT1_x = Lush rotation maps
TT2_x = Spooky rotation maps
TT3_x = Frantic rotation maps
TT1_1 = 1st Lush map
TT1_2 = 2nd Lush map
TT1_3 = 3rd Lush map
TT1_4 = 4th Lush map and last orig. Lush map
...
TT1_5 = your map
TT1_6 = your 2nd map
...
and as far as I know this can go forever. I have had TT1_22.
@Paco
I find one of your comments odd. You talk about TT4_1, TT5_1 and other new theme lists. I recall that I can't create any new themes eg TT4_x. You sure about what you said?
You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.
^ Triv is right on.
(Paco's doesn't know that his selection gui has been tweaked.. Hehe..)
I'm not sure of the folder, I think it was game/client/Missions, anyways, if you add a picture there and name it the same as your mission in mission folder (let's say it's TT1_5. Name it TT1_5.jpg), you can add a picture like the stock maps have.
TY and clown what are you talking about?
When you go to the create menu you can choose a map and start the server. Every map has a picture in the create menu, you can add a picture for your new mission aswell. Just add it to folder game/client/ui/Missions and name it same as your mission, if your mission name is TT1_5.mis then name it TT1_5.jpg. If you don't add a picture here then your new mission's picture in the create menu will be black.
O I see what your saying.... Cool
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Ok the TT1_3.mis thing etc. Is it possible to make more of hem say like a TT5_1.mis so you don't replace another place? Plz respond ty XD
masimoto