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Cartography & Custom Maps / Re: The original Canals.pud
« on: February 22, 2018, 07:47:06 AM »
Not hard to change file dates btw
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my <3 for babyshark is deep.
I would be willing to chop every tree as an individual tree (no double chopping) .. AND spend the extra time to go fort as efficiently as possible to maximize gold/wood production.
Wonderful moustache
wow that's 129k wood. That's a lot of wood you are offering tk...
lambchops is in aus
You're a fucking retarded Pollock who comes to the Warcraft 2 forum to try to convince everyone your shitty mud puddle of a country is worth a shit lol.
We all love brother Kyle, not only is he a good person, but the consensus greatest Warcraft 2 player of all time
LTW - light water
DKW - dark water
LTM - light mud(coast)
DKM - dark mud
LTG - light grass
DKG - dark grass
TRE - trees
ROC - rocks
HWL - human wall
OWL - orc wall
i.e.
0x0050 LTG variant 0
0x0051 LTG variant 1
0x0055 LTG variant 5
etc.
LTG/DKG - 0-2 Plain Solid
LTG/DKG - 4-9 Filler Solid
LTM/DKM - 0-3 Plain Solid
LTM/DKM - 4-B Filler Solid
i.e. 0x0057 = LTG 4th filler tile (the one with the big rock)0x001v - LTW
0x002v - DKW
0x003v - LTM
0x004v - DKM
0x005v - LTG
0x006v - DKG
0x007v - TRE
0x008v - ROC
0x009v - OWL (Single)
0x00Av - HWL (Single)
0x00Bv - OWL (central)
0x00Cv - HWL (central)
Where v designates the graphics variant.
v=0-1 Full
v=2 Damaged
v=3 Full
v=4 Destroyed
v=5-F Full
Value (0) (1)
0x01Lv - LTW/DKW
0x02Lv - LTM/LTW
0x03Lv - LTM/DKM
0x04Lv - LTM/ROC
0x05Lv - LTG/LTM
0x06Lv - LTG/DKG
0x07Lv - LTG/TRE
Where v designates the graphics variant.
Where L designates the layout.
bit0 - bit1
| |
bit2 - bit3
TG
TT
(all trees except grass in the top right)10
11
0x08Lv - HWL Joined
0x09Lv - OWL Joined
BIT 2
3 # 1
0
###
#
= 0x09A0