Knowledgebase Article 38


Using map transformation

The mapeditor has the abilitiy to run map transformations. These can be used to exchange objects and terrain. Map transformation tables have the syntax of normal .ASCTXT files, but have a different name: .ASCMAPXLAT . All .ASCTXT files are loaded at program start so it is not possible to alter the data while the program is running. But the map transformation files are reloaded each time you run a transformation.

The syntax of a map transformation file is:

maptranslation {

TerrainTranslation = [ 1 5 2 116 ]

; This causes all terrain files with TerrainType ID 1 to be replaced by TerrainType 5 ; and all fields of TerrainType ID 2 by TerrainType 116

TerrainObjTranslation = [ 10 100 101 11 234 102 ]

; This is a special translation for the fields that must be translated to ; a terrain AND an additional object. First number is Terrain ID to be replaced, ; second number is ID of new terrain, third number is ID of object that is added to field

ObjectTranslation = [ 181 81 ] ; This transforms one object into another, in this example object 181 into object 81

BuildingTranslation = [ 51 21 ] ; This transforms one building into another. ; The building entry is moved up to one field into each direction to enable a placement of the building

VehicleTranslation = [ 51 21 ] ; This transforms one Vehicle into another. ; (available since ASC2)

Object2ObjTerrainTranslation = [ 130 1030 20 ] ; will replace object 130 into 1030 and also change the terrain on those fields ; to 20 ; available since ASC 2.4.82.0

TechAdapterTranslation = [ Foo Bar ] ; if any player has activated the TechAdapter Foo (roughly equivalent to having ; researched a Technology), this will be replaced by Bar ; available since ASC 2.4.90.1 } maptranslation

Last change: Sat, 2011-02-05 10:36


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