Map Modding Info

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Zoetermeer
Posts: 234
Joined: Thu Oct 29, 2009 10:56 pm

Map Modding Info

Post by Zoetermeer »

Hello,

I was wondering if there's any documentation available on this topic. I know a few people have done map mods in the past. I'm specifically curious how I can edit the hexart.dat file and also how the different variants of each terrain category are used (for example, CLEAR has several dozen variants and it isn't quite clear how each one is being used in-game).

Any info at all would be helpful! TIA!
jlbhung
Posts: 372
Joined: Wed Mar 10, 2021 1:05 am

Re: Map Modding Info

Post by jlbhung »

If you use the Editor to export the hexart.csv, you will see the following data -
Hexart-csv.jpg
Hexart-csv.jpg (133.6 KiB) Viewed 687 times
For example, for hex 185,160, the terrain is Rough. Column F - terrCurArtldx indicates the terrain artwork to be used. The data for that hex is "15", which means the artwork used will be "...\Dat\Art\Tiles\ROUGH\ROUGH_015.tga". Column E - baseCurArtldx indicates the base terrain artwork to be used. The data for that hex is "16", which means the above rough artwork is posed on top of the base arkwork "...\Dat\Art\Tiles\CLEAR\CLEAR_016.tga".

Another example, for hex 185, 173, the terrain is Clear. Column E data for that hex is "6". which means the base artwork (artwork for clear hex) is "...\Dat\Art\Tiles\CLEAR\CLEAR_006.tga". Column F data for that hex is "0", which means no other terrain artwork will be superimposed on the base artwork.

Hope the above address your question.
jlbhung
Posts: 372
Joined: Wed Mar 10, 2021 1:05 am

Re: Map Modding Info

Post by jlbhung »

If you want to change the artwork files used for a particular hex, you may use the Editor directly. While there is no WitE2 Editor manual, there is a WitW Editor manual in the game's Manual folder which you may use as reference.

For mass changes, you may export the hexdat.csv, make changes using any spreadsheet software, and then import again.

Remember to save the original files before making any mod.
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