Overgrowth Levels
Overgrowth Levels are composed of a collection of files. The main file is a .xml and has the following basic structure:
XML File
<?xml version="2.0" ?> <Type>saved</Type> <Name></Name> <Description></Description> <Shader>post</Shader> <Terrain> <Heightmap>[path here]</Heightmap> //image is a 16-bit grayscale png <ColorMap>[path here]</ColorMap> //image is a tga <WeightMap>[path here]</WeightMap> //image is a tga that uses RBG and Black values to blend detailmaps <DetailMaps> //used for tiling detail on the ground <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> <DetailMap colorpath="[path here to image with color info]" normalpath="[path here to image with normal info]" materialpath="[path here -- to something in the material.xml format]" /> </DetailMaps> <DetailObjects> //for grass and stuff <DetailObject obj_path="Data/Objects/Plants/Groundcover/Grass/WildGrass.xml" weight_path="Data/Textures/Terrain/scrubby_hills/scrubby_hills_grass.png" normal_conform="0.900000" density="20.000000" min_embed="0.000000" max_embed="0.400000" min_scale="1.000000" max_scale="2.000000" view_distance="20.000000" jitter_degrees="10.000000" overbright="0.000000" /> </DetailObjects> </Terrain> <Sky> <DomeTexture>Data/Textures/skies/FILE.tga</DomeTexture> <SunAngularRad>0.123456</SunAngularRad> // Size of Sun in Radians? <SunColorAngle>6.8534</SunColorAngle> // ?? <RayToSun r0="0.123456" r1="0.123456" r2="0.123456" /> <ExtraAO>0</ExtraAO> </Sky> <Objectives>[objective here]</Objectives> //possible objectives: reach_a_trigger, reach_a_trigger_with_no_pursuers, collect
The xml contains references to a HeightMap, ColorMap, WeightMap, and multiple DetailMaps.
Height Map
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The Height Map is a 16-bit grayscale image, with the value of each pixel corresponding to an elevation in the terrain.
Color Map
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The Color Map maps the color of each pixel to the color of a point on the terrain. This is used for rough texture, and can be used for example to make valleys green and mountain peaks grey.
Weight Map
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The colors of the WeightMap is used to define which DetailMap to use on which part of the terrain.
Detail Maps
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DetailMaps are used to tile various objects across the terrain, for example normal maps that give the impression of gravel, and the corresponding materialobject which generate a "gravel" sound when interacted with.