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Hello, I've been working on a scenario dealing with the Earth, the Moon and Mars. I've planned to use maps created by other scenario makers.
The problem is... my scenario uses other terrain palettes than the scenarios those maps were originally created for: I changed them in order to better control the effects related to pollution and global warming; so I need to change sistematically one terrain to another i.e. throughout all the map. For "palette" I mean the sequences of terrains in Terrain1.bmp and Terrain2.bmp and their associations in Rules.txt; nothing to do with colours. I'd know how to solve the problem using hex editors, but I'm not confident with them at all.
So, the question: how can I accomplish this undertaking without poking into bytes and offsets?
If the only solution is that, can someone describe the exact procedure to me for such a thing?
I read the work by Allard Höfelt and even downloaded the A.X.E., but I found it quite difficult
to manage.
Thanks in advance.
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Panda
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Europe
Jan 1970 time: 05:14
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Please state your sequence of terrains compared to the default, ie:
1 = desert
2 = plains
3 = grassland
4 = forest
5 = hill
6 = mountain
7 = tundra
8 = glacier
9 = swamp
10 = jungle
11 = ocean
In theory you could change every map square's terrain one by one, using a search and replace for each terrain type. Bear in mind there are 9000 squares in a typical large map, that's a lot to do!
Jorrit Vermeiren wrote a paper with the map encoding for savegames. E-mail him for details, and if you're still interested I'm sure we can help you out with the hex-editing software.
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That's the reading I've already read. Jorrit wrote the section about maps. I've not been able to apply what he wrote about *.mp file (I cannot use ToT *.sav files, since they are different from the standard ones)
I'll write to him.
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Jorrit's e-mail address doesn't seem to work. I'll wait some days, then I'll try again.
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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