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Quick Lists Top RatedTutorials Living World Map G… Ultimate beginner'… Arrow scaling bug… Raising Heroes max… Creating an asset.… Proper Fire Arrow… Simple Structure B… Making a simple Ma… Quick and easy sno… Making patrols nea… Mods The Dwarf Holds The Peloponnesian… RJ - RotWK The Elven Alliance… Helm's Deep Last H… The Elven Alliance Special Extended E… Kings of the West… RC Mod The Wars of Arda Downloads BFME1 1.06 Widescr… Enhanced W3D Impor… Fudge's Map Pack LotR/BfME HD Logos Osgiliath Shellmap Crystals Of Ancien… 2v1 Wold The forests of Dru… Converted BFME2 an… ROTWK animations f… |
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Register and log in to move these advertisements down Living World Map Graphics Deconstruction
In this article, I'm going to go through various graphical parts of the BFME1 Living World Map, and explain how they work, and how you might go about editing them. There is a lot to explain, and much of it is very finnecky. The article will not deal with scripting a campaign itself, it just covers the graphical LWM components. At a future date I may write something on the code portion. Page 1: ToC Page 2: General Considerations Page 3: Map Components - Land Page 4: Map Components - Water Page 5: Map Components - Additions Page 6: Armies Page 7: Regions Page 8: Global World Properties Note that there's a fair bit of code in this article, but it's all simple stuff. You can click on any of the images to open up a larger version. CommentsDisplay order: Newest first Sulherokhh (Team Chamber Member) - Tuesday April 28, 2009 - 9:26 Whosoever dared to rate this at '4' now has to explain what is missing for it to be rated '5'. Námo - Tuesday April 28, 2009 - 1:59 Excellent! and MOST welcome - lots of thanks to both of you! |
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