jeremy rosen wrote: > On Sat, Feb 20, 2010 at 1:13 PM, Ilor <[email protected]> wrote: > > <snip> > > >> As to items, I think it may have less of a priority right now -- there >> aren't that many items commonly used on maps as far as I can tell, and >> they mostly play some role in the scenario, so maybe they should stay >> in the scenario WML. However, looking at the example of some other >> games, like for instance Starcraft, I think if we could (should?) end >> up more "decoration-only" items / doodads. Using such items in large >> quantities on maps for visual effect would be much easier if it could >> be done in the map editor. >> >> > > currently the doodads are handled by the terrain system (windmills etc...) > > in a way, they are already handled by the editor and I'm not sure that > there is a need for a change here. If something is really purely > static and decorative it's better to make a new terrain out of it than > to do an editor that spits out WML. > > just piping in that specific point... > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev > > The terrain engine doesn't support more than three layers. So you can only use one terrain layer with any overlay image.
And I don't want to make a terrain for every item that is used. I have already gone this way and it wasn't funny. You can't predict if an image will fit the scene, making an extra terrain just for give it a try is not practicable. But putting an image into the scenery or item folder of your campaign or even mainline and having it available to place in the editor is easy enough to experiment. If the editor will spit out wml for other objects, it can spit the little more item stuff as well. _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
