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- Jul 28, 2024
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- 340
Are there cliffs as 3d models somewhere?
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You can use the built‑in cliff models as doodads without importing anything. In the Object Editor, go to Doodads or Destructibles, create a new custom object, and set its Art – Model File to one of the paths I mentioned, like Doodads\Terrain\Cliffs.mdl The model will appear in the editor and in-game. For custom cliffs downloaded from the Hive, you'll need to import the .mdx and its textures first, then set the path accordingly.Can i insert these cliff 3d models as doodads already? Or will i need to import them first?
@the.Axolotl Ah good that I found this, seems that you know the truth! You know things about cliffs.The limitation is that the game's built‑in terrain cliffs (the ones you paint with the terrain palette) only support two types: natural (Cliff0) and city (Cliff1). To add more cliff types to the terrain palette, you'd need to edit CliffTypes.slk and create a custom .mix archive which is advanced modding territory . But if you just want cliff-like models to place as objects, downloading from Hive is the easy way.
Yeah, that's because cliffs are not driven purely by the terrain tile textures themselves. The cliff meshes reference specific cliff texture assets separately, which is why replacing only the ground tiles leaves the cliff walls still looking for the original dirt/grass blends.@the.Axolotl Ah good that I found this, seems that you know the truth! You know things about cliffs.
See on this picture, I replaced feelwood's tileset textures to be like this, but I have visual problem with cliffs, seems that they are looking for old grass and dirt that messes with mine. How do I fix that? I did allow local, so this will be replaced for all maps, but seems only cliff0 and cliff1 works when I change that, every cliff in other tilesets got messed up so I cannot touch those.
View attachment 588718
I tried that, seems not working. If I am correct there is C_Cliff0.blp and C_Cliff1.blp for Felwood, and thats not working.- replace the corresponding cliff textures too (the cliff wall BLPs, not just ground tiles);
THis! But ido not know how to do this since its all i ncodes and weird names ans fields there. Totally confusing....or edit the tileset/cliff definitions in SLK data so the cliffs point to your new textures properly
That works but I need globally because I adapted tileset to something else and will affect stock maps as well.or try importing custom cliff models/textures per map instead of globally replacing terrain assets....
Yeah, I do not know why they made this so stupid. As you have many tilesets, like normally tiles, there should be simple cliff for each, each one having cliff 1 and 2, so if we have 12 tilesets there should be 24 and thats all. They made this hell complicated.But the issue itself is definitely the cliff texture references, not the terrain tile replacement alone.
Np, brateThank you for response man!
I tried that, seems not working. If I am correct there is C_Cliff0.blp and C_Cliff1.blp for Felwood, and thats not working.
THis! But ido not know how to do this since its all i ncodes and weird names ans fields there. Totally confusing.
That works but I need globally because I adapted tileset to something else and will affect stock maps as well.
Yeah, I do not know why they made this so stupid. As you have many tilesets, like normally tiles, there should be simple cliff for each, each one having cliff 1 and 2, so if we have 12 tilesets there should be 24 and thats all. They made this hell complicated.
CARE CARSKI CARINO IZ CARIGRADANp, brate![]()

Well in other words I have two options:I wish I could give you a clean workflow, but this is one of those deep engine areas where even experienced modders mostly learned through experimentation instead of documentation.
