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Cliffs and terrain types are completely unrelated. The cliff mesh always overwrites any terrain tiles at the affected vertex and cliffs types cannot be modified with triggers.
Terrain types can be modified with triggers, however the 16 tile limit still applies. Triggers can dynamically load tile types if not at the 16 tile limit but once a tile type is loaded it cannot ever be unloaded.
According to a spell checker all the words I wrote were in English. I am pretty sure all the words are inside the Oxford Dictionary. Well maybe I misspelt a few, I suck as spelling...
You could try hiding the terrain and then using custom doodad models.
Modifying the ".w3e" binary file directly can allow up to 2^32 cliff types, however only the first 16 can be referenced by terrain nodes and only the first 2 textures and meshes will load (all others will glitch randomly with correct blending but wrong meshes).
The cliffs only, example when I will make a new map and my tileset is lordareon summer and the cliffs are dirt and grass now I will use environment change the center of the map to cityscape tiled walls but unfortunately it only shows the tile above but doesn't show the cliff
The cliffs only, example when I will make a new map and my tileset is lordareon summer and the cliffs are dirt and grass now I will use environment change the center of the map to cityscape tiled walls but unfortunately it only shows the tile above but doesn't show the cliff
Cliffs and terrain types are completely unrelated. The cliff mesh always overwrites any terrain tiles at the affected vertex and cliffs types cannot be modified with triggers.
One can declare more than 2 cliff types in a map, but only the first two will function correctly. Cliff type and terrain type are unrelated mechanically, with the only relationship being forced by slk files which force a terrain tile type to be included along with a cliff tile type. Interesting mechanics is that this relationship occurs implicitly before the custom tile pallet is loaded meaning one can save 8 bytes or so by not declaring the terrain type attached to the cliffs.
Try replacing the textures they use with imports. This will not work if the textures get preloaded before map initialization (eg, Necropolis cannot be replaced).
When I load a grass cliff with a tiled wall for example it doesn't look square instead it looks like a cliff with the textures color but the same cliff shape is there any way to make it square
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