创建地形



[(   )] rmCreateArea(string name, int parentAreaID): Creates an area. 

[(   )] rmSetAreaSize(float minFraction, float maxFraction): Set the area size to a min/max fraction of the map.

[(   )] rmSetAreaLocation(int areaID, float xFraction, float zFraction): Set the area location. 

[(   )] rmSetAreaWarnFailure(int areaID, bool warn): Sets whether the area build process will warn if it fails. 

[(   )] rmSetAreaSmoothDistance(int areaID, int smoothDistance): Sets area edge smoothing distance (distance is number of neighboring points to consider in each direction). 

[(   )] rmSetAreaCoherence(int areaID, float coherence): Sets area coherence (0-1). 

[(   )] rmSetAreaMix(int areaID, string mixName): Sets the mix for an area. Overrides terrain type if it is also set. 

[(   )] rmSetAreaElevationType(int areaID, int type): Sets the area elevation variation type (cElevNormal, cElevFractalSum, cElevTurbulence). 

[(   )] rmSetAreaElevationVariation(int areaID, float variation): Sets the area elevation variation height (amount to vary +- from area base height). 

[(   )] rmSetAreaBaseHeight(int areaID, float height): Sets the base height for an area. 

[(   )] rmSetAreaElevationOctaves(int areaID, int octaves): Sets the area elevation variation noise octaves. 

[(   )] rmSetAreaObeyWorldCircleConstraint(int areaID, bool constrain): Determines whether an area obeys world circle constraint. 

[(   )] rmAddAreaInfluenceSegment(int areaID, float xFraction1, float zFraction1, float xFraction2, float zFraction2): Adds an area influence segment. 

[(   )] rmBuildArea(int areaID): Builds the specified area. 



创建地形命令1:
int TerrainID1=rmCreateArea("grass1");			//定义TerrainID1并创建地形
rmSetAreaSize(TerrainID1, 1.0, 1.0);				//范围XZ大小,这个是按照地图百分比计算的,0.01很大的,1.0为全图
rmSetAreaLocation(TerrainID1, .5, .5);				//中心点(定位点)为0.5,0.5;      [.5是0.5的意思]
rmSetAreaWarnFailure(TerrainID1, true);				
rmSetAreaSmoothDistance(TerrainID1, 10);			//平滑距离?在非凝聚性地形,数值较小会比数值较大的更加分散。
rmSetAreaCoherence(TerrainID1, .8);				//凝聚性?数值为1.0的时候,会凝聚成一个圆;数值为0.0则会变成无规律地形。
rmSetAreaBaseHeight(TerrainID1, 4.0);				//设定地形高度,删除这句后直接把地形贴上去,不会影响到水域或悬崖。
rmSetAreaHeightBlend(TerrainID1, 10);				//设定地形与周围地形平滑程度
rmSetAreaMix(TerrainID1, "yellow_river_forest");			//地形,具体参考剧情编辑器,以及用AOE3ED在art1-5.bar搜索mix这是已经整理好的名称。
rmBuildArea(TerrainID1);					//确认创建地形TerrainID1

创建地形命令2:
int TerrainID2=rmCreateArea("grass2");			//定义TerrainID2并创建地形
rmSetAreaSize(TerrainID2, 1.0, 1.0);				//范围XZ大小,这个是按照地图百分比计算的,0.01很大的,1.0为全图
rmSetAreaLocation(TerrainID2, .5, .5);				//中心点(定位点)为0.5,0.5;      [.5是0.5的意思]
rmSetAreaWarnFailure(TerrainID2, true);				
rmSetAreaSmoothDistance(TerrainID2, 10);			//平滑距离?在非凝聚性地形,数值较小会比数值较大的更加分散。
rmSetAreaCoherence(TerrainID2, .8);				//凝聚性?数值为1.0的时候,会凝聚成一个圆;数值为0.0则会变成无规律地形。
rmSetAreaBaseHeight(TerrainID2, 4.0);				//设定地形高度,删除这句后直接把地形贴上去,不会影响到水域或悬崖。
rmSetAreaHeightBlend(TerrainID2, 10);				//设定地形与周围地形平滑程度
rmSetAreaTerrainType(TerrainID2, "Amazon\cliff_top1_ama");	//地形,具体参考剧情编辑器,或者参考art5.bar的terraintypes.xml与terraintypes2.xml这是已经整理好的名称。
rmBuildArea(TerrainID2);					//确认创建地形TerrainID1

两个创建地形的区别在于rmSetAreaMixrmSetAreaTerrainTypermSetAreaMix采用的是art1-5.bar中的Terrain\mix文件夹的xml文件,一个xml算一个调用名,所以rmSetAreaMix只需要把xml的名称写上去就可以了。rmSetAreaTerrainType由art5.bar的terraintypes.xml与terraintypes2.xml定义,注意一下反斜杠,这个stringname是带路径的,你去看下那两个xml文件就明白了。

Mix传送门		TerrainType传送门

其他:
rmAddAreaInfluenceSegment(TerrainID, 1.0, 1.0, 0.0, 0.0);添加后,如果定位点在rmAddAreaInfluenceSegment的直线范围里面,会额外生成一条直线地形。例如rmSetAreaLocation为0.5,0.5;而rmAddAreaInfluenceSegment第一个点为1.0,1.0,第二个点为0.0,0.0,那么1.0,1.0到0.0,0.0之间会生成额外地形,大小依然为rmSetAreaSize定义的大小。


  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.10, 0.10);
  rmSetAreaLocation(TestID, .5, .5);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 50);
  rmSetAreaCoherence(TestID, 1.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaElevationOctaves(TestID, 3);
  rmAddAreaInfluenceSegment(TestID, 1.0, 1.0, 0.0, 0.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmBuildArea(TestID);


额外生成地形

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaElevationOctaves(TestID, 3);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmBuildArea(TestID);

 

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 50);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaElevationOctaves(TestID, 3);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmBuildArea(TestID);


  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 50);
  rmSetAreaCoherence(TestID, 1.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaElevationOctaves(TestID, 3);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmBuildArea(TestID);


凝聚成圆形(范围0-1.0)

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmBuildArea(TestID);


地形高度

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmBuildArea(TestID);


地形与周围地形平滑程度

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, -1);
  rmBuildArea(TestID);


设定地形已探索:-1未探索

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 0.0);
  rmBuildArea(TestID);


设定地形已探索:0已探索

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 10.0);
  rmBuildArea(TestID);


设定地形已探索:>1按距离

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.05, 0.09);
  rmSetAreaLocation(TestID, 0.3, 0.8);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.0);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaElevationType(TestID, cElevTurbulence);
  rmSetAreaElevationVariation(TestID, 4.0);
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 100.0);
  rmBuildArea(TestID);


设定地形已探索:>1按距离

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.1, 0.1);
  rmSetAreaLocation(TestID, 0.5, 0.5);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.5);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 0);
  rmBuildArea(TestID);


地形大小X0.1,Z0.1
凝聚性0.5

  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, 0.1, 0.3);
  rmSetAreaLocation(TestID, 0.5, 0.5);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.5);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 0);
  rmBuildArea(TestID);


地形大小X0.1,Z0.3
凝聚性0.2

  int TerrainSizeX=rmAreaTilesToFraction(100);
  int TerrainSizeZ=rmAreaTilesToFraction(300);
  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, TerrainSizeX, TerrainSizeZ);
  rmSetAreaLocation(TestID, 0.5, 0.5);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.2);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 0);
  rmBuildArea(TestID);


地形大小
X:rmAreaTilesToFraction(100)
Z:rmAreaTilesToFraction(300)
凝聚性0.2

  int TerrainSizeX=rmAreaTilesToFraction(1000);
  int TerrainSizeZ=rmAreaTilesToFraction(3000);
  int TestID=rmCreateArea("Test ID Area");
  rmSetAreaSize(TestID, TerrainSizeX, TerrainSizeZ);
  rmSetAreaLocation(TestID, 0.5, 0.5);
  rmSetAreaWarnFailure(TestID, true);
  rmSetAreaSmoothDistance(TestID, 0);
  rmSetAreaCoherence(TestID, 0.2);
  rmSetAreaMix(TestID, "himalayas_a");
  rmSetAreaBaseHeight(TestID, 4.0);
  rmSetAreaObeyWorldCircleConstraint(TestID, false);
  rmSetAreaBaseHeight(TestID, 10);
  rmSetAreaHeightBlend(TestID, 100);
  rmSetAreaReveal(TestID, 0);
  rmBuildArea(TestID);


地形大小
X:rmAreaTilesToFraction(1000)
Z:rmAreaTilesToFraction(3000)
凝聚性0.2


地形也可以设定放置限制,语句是rmAddAreaConstraint(int areaID, int constraintID);,不过有一个条件,那就是你不能用rmSetAreaLocation设定定位点。传送门
  Debug.xml - 记事本 ____ X
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	include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs";
void main(void)
{
// ---------------------------------------- Map Info -------------------------------------------
int playerTilesX=13200; //设定地图X大小
int playerTilesZ=13200; //设定地图Z大小(帝国3的Y是高度,Z才是我们平常所用到的Y)
//如果玩家大于4将playerTilesX与playerTilesZ改为11500(同一个值的int只能出现1次,当你需要修改数值的时候,不能再加入int)
if (cNumberNonGaiaPlayers >4){ playerTilesX=11500; playerTilesZ=11500;}
if (cNumberNonGaiaPlayers >6){ playerTilesX=10500; playerTilesZ=10500;} //Modify Map X&Z Size of 6,7,8 Player
int SizeX = 2*sqrt(cNumberNonGaiaPlayers*playerTilesX);
int SizeZ = 2*sqrt(cNumberNonGaiaPlayers*playerTilesZ);
string MapTerrain ="Carolinas\ground_marsh3_car"; //<-------- 地图地形,自己参照剧情编辑器 <--------
string MapLighting ="319a_Snow"; //<-------- 照明,自己参照剧情编辑器 <--------
string PlayerTerrain ="Carolinas\ground_marsh1_car"; //<--------- 玩家范围地形 <---------
//设定地图XZ大小,分别调用上面用int定义的SizeX与SizeZ,即为rmSetMapSize(13200,13200);如果玩家大于4将改为11500
rmSetMapSize(SizeX, SizeZ);
rmSetMapElevationParameters(cElevTurbulence, 0.15, 2.5, 0.35, 3.0); // type, frequency, octaves, persistence, variation
rmSetMapElevationHeightBlend(1.0);
//地形初始化,设定地图初始地形,调用上面用string定义MapTerrain,即为"Carolinas\ground_marsh3_car";
rmTerrainInitialize(MapTerrain,6);
//设定照明,调用上面用string定义MapLighting,即为"319a_Snow"
rmSetLightingSet(MapLighting);
rmSetGlobalRain(0.9); //设定下雨
chooseMercs();
rmSetMapType("yucatan");
rmSetMapType("water");
rmSetMapType("default"); //设定地图类型,地图类型影响到宝藏
rmSetMapType("land");
rmSetMapType("bayou");
rmSetSeaLevel(0); // this is height of river surface compared to surrounding land. River depth is in the river XML.
rmSetStatusText("",0.01);//读取地图进度条
rmPlacePlayersCircular(0.35, 0.35, 0.0); //圆形放置玩家 /*
int River1ID = rmRiverCreate(-1, "Northwest Territory Water", 1, 1, 10, 10);
rmRiverAddWaypoint(River1ID, 0.0, 0.2 );
rmRiverAddWaypoint(River1ID, 1.0, 0.2 );
rmRiverSetBankNoiseParams(River1ID,0.00, 0, 0.0, 0.0, 0.0, 0.0);
// rmRiverSetBankNoiseParams(River1ID,0.00, 0, 5.0, 5.0, 5.0, 5.0);
rmRiverAddShallows(River1ID,3,16);
rmRiverReveal(River1ID,0);
rmRiverBuild(River1ID);

int River2ID = rmRiverCreate(-1, "Northwest Territory Water", 1, 1, 10, 10);
rmRiverAddWaypoint(River2ID, 0.0, 0.8 );
rmRiverAddWaypoint(River2ID, 1.0, 0.8 );
rmRiverSetBankNoiseParams(River2ID,0.00, 0, 0.0, 0.0, 0.0, 0.0);
// rmRiverSetBankNoiseParams(River2ID,0.00, 0, 5.0, 5.0, 5.0, 5.0);
rmRiverSetShallowRadius(River2ID,16);
rmRiverAddShallow(River2ID,0.20);
rmRiverAddShallow(River2ID,0.50);
rmRiverAddShallow(River2ID,0.80);
rmSetAreaReveal(River2ID, 0);
rmRiverBuild(River2ID);
rmSetOceanReveal(true); */
//玩家范围
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <=cNumberNonGaiaPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.85);
rmSetAreaSmoothDistance(id, 2);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,PlayerTerrain);
rmBuildArea(id);
}
//定义城镇中心
int TownCenterID = rmCreateObjectDef("player TC");
if (rmGetNomadStart())
{
rmAddObjectDefItem(TownCenterID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TownCenterID, "TownCenter", 1, 0);
}
rmSetObjectDefMinDistance(TownCenterID, 0.0);
rmSetObjectDefMaxDistance(TownCenterID, 20.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
rmPlaceObjectDefAtLoc(TownCenterID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
//定义起始单位(civs.xml定义那些开局单位)
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(startingUnits, 6.0);
rmSetObjectDefMaxDistance(startingUnits, 10.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TownCenterID, i));
rmPlaceObjectDefAtLoc(startingUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}

//这是避开边缘的写法。在0.5,0.5中心点开始算起,最小间隔距离为rmXFractionToMeters(0.0),最大间隔距离为rmXFractionToMeters(0.45)。 int avoidEdge = rmCreatePieConstraint("Avoid Edge",0.5,0.5, rmXFractionToMeters(0.0),rmXFractionToMeters(0.45), rmDegreesToRadians(0),rmDegreesToRadians(360));
//设定与城镇中心最小间隔25 int avoidTownCenter = rmCreateTypeDistanceConstraint("avoid Town Center", "townCenter", 25.0); int TestID=rmCreateArea("Test ID Area"); rmSetAreaSize(TestID, rmAreaTilesToFraction(300), rmAreaTilesToFraction(300)); rmSetAreaWarnFailure(TestID, true); rmSetAreaSmoothDistance(TestID, 0); rmSetAreaCoherence(TestID, 0.2); rmSetAreaMix(TestID, "himalayas_a"); rmSetAreaBaseHeight(TestID, 4.0); rmSetAreaObeyWorldCircleConstraint(TestID, false); rmSetAreaBaseHeight(TestID, 10); rmSetAreaHeightBlend(TestID, 100); rmSetAreaReveal(TestID, 0); rmAddAreaConstraint(TestID, avoidTownCenter); rmAddAreaConstraint(TestID, avoidEdge); rmBuildArea(TestID);
//设定与TestID最小间隔25 int avoidArea1IDFar = rmCreateAreaDistanceConstraint("avoid AreaID1 Far", TestID, 25); int Test2ID=rmCreateArea("Test ID Area2"); rmSetAreaSize(Test2ID, rmAreaTilesToFraction(300), rmAreaTilesToFraction(300)); rmSetAreaWarnFailure(Test2ID, true); rmSetAreaSmoothDistance(Test2ID, 0); rmSetAreaCoherence(Test2ID, 0.2); rmSetAreaTerrainType(Test2ID, "Amazon\cliff_top1_ama"); rmSetAreaBaseHeight(Test2ID, 4.0); rmSetAreaObeyWorldCircleConstraint(Test2ID, false); rmSetAreaBaseHeight(Test2ID, 10); rmSetAreaHeightBlend(Test2ID, 100); rmSetAreaReveal(Test2ID, 0); rmAddAreaConstraint(Test2ID, avoidArea1IDFar); rmAddAreaConstraint(Test2ID, avoidTownCenter); rmAddAreaConstraint(Test2ID, avoidEdge); rmBuildArea(Test2ID);

rmSetStatusText("",0.50);//读取地图进度条
rmSetStatusText("",1.00);//读取地图进度条
//愿神兽会保佑你不会出错。 /*----------------------------------------------------------------------------------------------*
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*     ┃   ┗━━━┓ *
*     ┃       ┣┓ *
*     ┃       ┏┛ *
*     ┗┓┓┏━┳┓┏┛ *
*      ┃┫┫ ┃┫┫ *
*      ┗┻┛ ┗┻┛ *
*----------------------------------------------------------------------------------------------*/
} //END




此次教程结束。是不是发现内容少了很多?因为没什么好讲的了,前面已经教会你使用放置限制,而且相信你也对地图有一定的了解了,所以不再一步一步来教你制作地图了。




回到顶部
rmSetAreaMix(int areaID, string mixName): Sets the mix for an area. Overrides terrain type if it is also set.
amazon grass andes_dirt_a
andes_grass_a andes_grass_b
andes_grass_c araucania_dirt_a
araucania_dirt_b araucania_grass_a
araucania_grass_b araucania_grass_c
araucania_grass_d araucania_north_dirt_a
araucania_north_forest araucania_north_forest2
araucania_north_grass_a araucania_north_grass_b
araucania_north_grass_c araucania_snow_a
araucania_snow_b araucania_snow_c
bayou_forest bayou_grass
borneo_grass_a borneo_grass_b
borneo_grass_c borneo_sand_a
borneo_underbrush california_desert
california_desert0 california_desert2
california_desert3 california_forestground
california_grass california_grassrocks
california_madrone_forest california_shoregrass
california_snowforest california_snowground
california_snowground2 california_snowground3
california_snowground4 california_snowground5
caribbean grass carolina_grass
ceylon_grass_a ceylon_sand_a
coastal_japan_a coastal_japan_b
coastal_japan_c coastal_japan_forest
deccan_dirt_a deccan_forest
deccan_grassy_Dirt_a deccan_grass_a
deccan_grass_b desertforestflr_cal
GeometricPatterngrass grandcanyon_forest
grandcanyon_frstflr grandcanyon_rock_7
grandcanyon_rock_8 grandcanyon_rock_9
great plains drygrass great plains grass
great plains grass01 greatlakes_grass
greatlakes_snow great_lakes_ice
himalayas_a himalayas_b
mongolia_desert mongolia_forest
mongolia_grass mongolia_grass_b
yucatan_grass newengland_grass
newengland_grass_b new_england_forest
nwt_forest nwt_grass1
painteddesert_groundmix_1 painteddesert_groundmix_2
painteddesert_groundmix_3 painteddesert_groundmix_4
pampas_dirt pampas_forest
pampas_grass patagonia_dirt
patagonia_grass patagonia_snow
rockies_dirt rockies_dirt_snow
rockies_grass rockies_grass_snow
rockies_grass_snowa rockies_grass_snowb
rockies_snow saguenay grass
saguenay tundra saguenay_forest
scorched_ground sonora_dirt
testmix texas_dirt
texas_grass yellow_river_a
yellow_river_b yellow_river_forest
yukon grass yukon snow



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rmSetAreaTerrainType(int areaID, string terrainTypeName): Sets the terrain type for an area.
Amazon\cliff_top1_ama Amazon\ground_road_spc_ama
Amazon\ground1_ama Amazon\ground2_ama
Amazon\ground3_ama Amazon\ground4_ama
Amazon\ground5_ama Amazon\groundforest_ama
Amazon\river1_am Amazon\river2_am
Amazon\river3_am andes\ground07_and
andes\ground08_and andes\ground09_and
andes\ground10_and andes\ground11_and
andes\ground12_and andes\ground14_and
andes\ground14_and andes\ground16_and
andes\ground17_and andes\ground18_and
andes\ground22_and andes\ground25_and
araucania\cliff_coast_ara araucania\cliff_coast2_ara
araucania\cliff_coast3_ara araucania\cliff_dirt_ara
araucania\cliff_dirt_snow_ara araucania\cliff_dirt2_ara
araucania\ground_dirt1_ara araucania\ground_dirt2_ara
araucania\ground_dirt3_ara araucania\ground_grass1_ara
araucania\ground_grass2_ara araucania\ground_grass3_ara
araucania\ground_snow1_ara araucania\ground_snow2_ara
araucania\ground_snow3_ara araucania\ground_snow4_ara
araucania\ground_snow5_ara araucania\ground07_ara
araucania\ground08_ara araucania\ground09_ara
araucania\ground10_ara araucania\ground11_ara
araucania\ground12_ara araucania\groundforestcentral
araucania\groundshore1_ara araucania\groundshore5_ara
araucania\groundshore8_ara bayou\cliff_top1_bay
bayou\ground1_bay bayou\ground2_bay
bayou\ground3_bay bayou\ground4_bay
bayou\ground5_bay bayou\ground6_bay
bayou\ground7_bay bayou\groundforest_bay
borneo\ground_forest_borneo borneo\ground_grass1_borneo
borneo\ground_grass2_borneo borneo\ground_grass3_borneo
borneo\ground_grass4_borneo borneo\ground_grass5_borneo
borneo\ground_grass5_borneo borneo\ground_sand1_borneo
borneo\ground_sand2_borneo borneo\ground_sand3_borneo
borneo\seafloor1_borneo borneo\shoreline1_borneo
california\desert2_cal california\desert3_cal
california\desert4_cal california\desert5_cal
california\desert6_cal california\fakecalifgrassmix_cal
california\fakecalifgrassmix2_cal california\ground_clifftop_cal
california\ground5_cal california\ground6_cal
california\ground7_cal california\ground8_cal
california\ground9_cal california\groundforest_cal
california\groundforest2_cal california\groundshore1_cal
california\groundshore2_cal california\groundshore3b_cal
california\groundshore3c_cal california\groundshore3d_cal
california\groundshore4_cal california\madrone_forest_cal
caribbean\cliff_top1_crb caribbean\ground_shoreline1_crb
caribbean\ground_shoreline2_crb caribbean\ground_shoreline3_crb
caribbean\ground1_crb caribbean\ground2_crb
caribbean\ground3_crb caribbean\ground4_crb
caribbean\ground5_crb caribbean\ground6_crb
caribbean\ground7_crb caribbean\groundforest_crb
caribbean\seafloor_coral0_crb caribbean\seafloor_coral1_crb
caribbean\seafloor_coral2_crb caribbean\seafloor_coral3_crb
caribbean\seafloor_coral4_crb Carolinas\blackmap
carolinas\cliff_top1_car Carolinas\cobblestone
carolinas\ground_grass1_car carolinas\ground_grass2_car
carolinas\ground_grass3_car carolinas\ground_grass4_car
carolinas\ground_marsh1_car carolinas\ground_marsh2_car
carolinas\ground_marsh3_car carolinas\ground_shoreline1_car
carolinas\ground_shoreline2_car carolinas\ground_shoreline3_car
carolinas\groundforest_car carolinas\groundforestmarsh_car
cave\cave_ground1 cave\cave_ground2
cave\cave_ground3 cave\cave_ground4
cave\cave_top ceylon\clifftop_ceylon
ceylon\ground_grass1_ceylon ceylon\ground_grass2_ceylon
ceylon\ground_grass3_ceylon ceylon\ground_grass4_ceylon
ceylon\ground_sand1_ceylon ceylon\ground_sand2_ceylon
ceylon\ground_sand3_ceylon ceylon\ground_sand4_ceylon
ceylon\ground_shoreline1_ceylon ceylon\ground_shoreline2_ceylon
ceylon\seafloor0_ceylon ceylon\seafloor1_ceylon
ceylon\seafloor2_ceylon ceylon\seafloor3_ceylon
ceylon\seafloor4_ceylon ceylon\seafloor5_ceylon
city\ground1_cob coastal_japan\ground_dirt1_co_japan
coastal_japan\ground_dirt2_co_japan coastal_japan\ground_dirt3_co_japan
coastal_japan\ground_dirt4_co_japan coastal_japan\ground_forest_co_japan
coastal_japan\ground_grass1_co_japan coastal_japan\ground_grass2_co_japan
coastal_japan\ground_grass3_co_japan coastal_japan\seafloor_coral1_co_japan
coastal_japan\shoreline1_co_japan deccan\ground_dirt2_deccan
deccan\ground_dirt3_deccan deccan\ground_dirt4_deccan
deccan\ground_dirt5_deccan deccan\ground_forest_deccan
deccan\ground_grass1_deccan deccan\ground_grass2_deccan
deccan\ground_grass3_deccan deccan\ground_grass4_deccan
deccan\wall_deccan great_lakes\ground_grass1_gl
great_lakes\ground_grass2_gl great_lakes\ground_grass3_gl
great_lakes\ground_grass4_gl great_lakes\ground_grass5_gl
great_lakes\ground_ice1_gl great_lakes\ground_ice2_gl
great_lakes\ground_ice3_gl great_lakes\ground_shoreline1_gl
great_lakes\ground_shoreline2_gl great_lakes\ground_shoreline3_gl
great_lakes\ground_snow1_gl great_lakes\ground_snow2_gl
great_lakes\ground_snow3_gl great_lakes\ground_snow4_gl
great_lakes\ground_snow5_gl great_lakes\groundforest_gl
great_lakes\groundforest_snow_gl great_plains\default
great_plains\ground1_gp great_plains\ground2_gp
great_plains\ground3_gp great_plains\ground4_gp
great_plains\ground5_gp great_plains\ground6_gp
great_plains\ground7_gp great_plains\ground8_gp
great_plains\groundforest_gp great_plains\groundSPC_nonpass_gp
great_plains\pondbank_gp himalayas\cliff_himal_edge
himalayas\cliff_himal_top himalayas\ground_dirt1_himal
himalayas\ground_dirt2_himal himalayas\ground_dirt3_himal
himalayas\ground_dirt4_himal himalayas\ground_dirt5_himal
himalayas\ground_dirt6_himal himalayas\ground_dirt7_himal
himalayas\ground_dirt8_himal mongolia\ground_forest_mongol
mongolia\ground_grass1_mongol mongolia\ground_grass2_mongol
mongolia\ground_grass3_mongol mongolia\ground_grass4_mongol
mongolia\ground_grass5_mongol mongolia\ground_grass6_mongol
mongolia\ground_sand1_mongol mongolia\ground_sand2_mongol
mongolia\ground_sand3_mongol new_england\cliff_edge_ne
new_england\cliff_inland_edge_ne new_england\cliff_inland_side_ne
new_england\cliff_inland_top_ne new_england\cliff_side_ne
new_england\cliff_top_ne new_england\ground1_ne
new_england\ground2_cliff_ne new_england\ground2_ne
new_england\ground3_ne new_england\ground4_ne
new_england\ground5_ne new_england\groundforest_ne
new_england\river1_ne new_england\shoreline1_ne
new_england\shoreline2_ne new_england\shoreline3_ne
new_england\shoreline4_ne new_england\shoreline5_ne
nwterritory\ground_grass1_nwt nwterritory\ground_grass1a_nwt
nwterritory\ground_grass2_nwt nwterritory\ground_grass3_nwt
nwterritory\ground_grass5_nwt nwterritory\ground_riverbed_nwt
nwterritory\ground_riverbed2_nwt nwterritory\ground_shoreline3_nwt
nwterritory\ground_shoreline4_nwt Painteddesert\pd_cliff_diffuse_a
Painteddesert\pd_ground_diffuse_a Painteddesert\pd_ground_diffuse_b
Painteddesert\pd_ground_diffuse_c Painteddesert\pd_ground_diffuse_d
Painteddesert\pd_ground_diffuse_e Painteddesert\pd_ground_diffuse_f
Painteddesert\pd_ground_diffuse_g Painteddesert\pd_ground_diffuse_h
Painteddesert\pd_ground_diffuse_i Painteddesert\pd_ground_diffuse_j
Painteddesert\pd_ground_diffuse_k Painteddesert\pd_ground_diffuse_l
pampas\ground1_pam pampas\ground2_pam
pampas\ground3_pam pampas\ground4_pam
pampas\ground5_pam pampas\ground6_pam
pampas\groundforest_pam pampas\river_shoreline1_pam
pampas\river_shoreline2_pam pampas\river_shoreline3_pam
patagonia\ground_clifftop_pat patagonia\ground_dirt1_pat
patagonia\ground_dirt2_pat patagonia\ground_dirt3_pat
patagonia\ground_glacier_pat patagonia\ground_grass1_pat
patagonia\ground_grass2_pat patagonia\ground_grass3_pat
patagonia\ground_shoreline1_pat patagonia\ground_shoreline2_pat
patagonia\ground_shoreline3_pat patagonia\ground_snow1_pat
patagonia\ground_snow2_pat patagonia\ground_snow3_pat
patagonia\groundforest_pat patagonia\groundforest_snow_pat
props\east_colony props\east_colony1
props\east_colony2 rockies\clifftop_roc
rockies\clifftop_roc rockies\ground1_roc
rockies\ground2_roc rockies\ground3_roc
rockies\ground4_roc rockies\ground5_roc
rockies\groundforest_roc rockies\groundforestsnow_roc
rockies\groundsnow1_roc rockies\groundsnow2_roc
rockies\groundsnow3_roc rockies\groundsnow4_roc
rockies\groundsnow5_roc rockies\groundsnow6_roc
rockies\groundsnow7_roc rockies\groundsnow8_roc
Saguenay\ground1_sag Saguenay\ground2_sag
Saguenay\ground3_sag Saguenay\ground4_sag
Saguenay\ground5_sag Saguenay\ground6_sag
saguenay\groundforest_sag saguenay\river1_sag
saguenay\shoreline1_sag saguenay\shoreline2_sag
saguenay\shoreline3_sag sonora\cliff_edge_son
sonora\ground1_son sonora\ground1clifftop_son
sonora\ground2_son sonora\ground3_son
sonora\ground4_son sonora\ground5_son
sonora\ground6_son sonora\ground7_son
sonora\groundforest_son spc\scorched01
spc\scorched02 spc\scorched03
spc\scorched04 Texas\cliff_edge_tex
Texas\cliff_top_grass_tex Texas\cliff_top_tex
Texas\ground1_tex Texas\ground2_tex
Texas\ground3_tex Texas\ground4_tex
Texas\ground5_tex Texas\ground6_tex
texas\groundforest_tex texas\groundforestdirt_tex
texas\nonpassable_temp texas\river1_tex
Texas\river2_tex Yellow_river\forest_yellow_riv
Yellow_river\grass1_yellow_riv Yellow_river\grass2_yellow_riv
Yellow_river\grass3_yellow_riv Yellow_river\grass4_yellow_riv
Yellow_river\shoreline1_yellow_riv Yellow_river\stone1_yellow_riv
Yellow_river\stone2_yellow_riv Yellow_river\stone3_yellow_riv
yucatan\ground_shoreline1_yuc yucatan\ground_shoreline2_yuc
yucatan\ground_shoreline3_yuc yukon\ground1_yuk
yukon\ground10_yuk yukon\ground11_yuk
yukon\ground2_yuk yukon\ground3_SPCnonbuild_yuk
yukon\ground3_yuk yukon\ground3x_yuk
yukon\ground4_yuk yukon\ground5_yuk
yukon\ground6_yuk yukon\ground7_yuk
yukon\ground8_yuk yukon\ground9_yuk
yukon\groundforest_yuk yukon\groundforestsnow_yuk