a) In the main folder of the game (Sierra/Empire Earth 2, usually) there is a folder called zips. First paste your custom texture in .tga format (with the aid of gimp, or other image editor which supports this export) in the zipped folder called "Textures.zip"
b) Inside the same main folder, there is another folder called "zips_EE2X". Proceed in the directory searching for "terrain"...
c) Now the magic thing, modding the code. You need to mod three files for every climate in which you may want to add your custom texture: dbseasonaltextures_temperate.csv, dbterrain_temperate.csv and dbterraintexture_temperate.csv. This for adding temperate textures, but the same applies to arid and/or tropical, or the three (if you want same texture for three all climates in the game)
d)Let's be clear and plain: first my code for seasonal textures excel file (which you can e4it with notepad), then I explain what happens:
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ShallowWater_Temperate,terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga terr_riverbottom.tga
Coastal_Temperate,ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga ocean.tga
Worn_Path_1,terr_wornpath_1_wi02.tga terr_wornpath_1_wi02.tga terr_wornpath_1_wi01.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_su.tga terr_wornpath_1_wi01.tga
Worn_Path_2,terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga terr_swamp.tga
Worn_Path_3,Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga Ocean.tga
Worn_Path_4,Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga Via.tga
As you might (and should) have noticed, I have just copied the style of the original texture Worn_Path_1, and have created two or three Worn_Path names, followied by 12 instances of the name of the texture you first inserted into zips/Textures.zip (each texture for each month). Of course you cas "imitate" this approach by indexing any other original texture, for example Coastal_Temperate_1 and so on ^^
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Now let's go on with the terrain database (dbterrain_temperate.csv):
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ShallowWater,ShallowWater_Temperate,Beach_Temperate,Beach_Temperate,Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt ,terr_water_riverbed.bmp,0,0,kTerrainMoveType_River,0
Coastal,Coastal_Temperate,Beach_Temperate,Beach_Temperate,Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt Dirt ,terr_water_riverbed.bmp,-2,0,kTerrainMoveType_Coast,0
WornPath,Worn_Path_1,Worn_Path_1,Worn_Path_1,Snow Snow Snow Mud Mud Mud Dirt Dirt Dirt Dirt Dirt Dirt,terr_dirt.bmp,0,0,kTerrainMoveType_Land,0
Swamp,Worn_Path_2,Worn_Path_2,Worn_Path_2,Snow Snow Snow Mud Mud Mud Dirt Dirt Dirt Dirt Dirt Dirt,terr_dirt.bmp,0,0,kTerrainMoveType_Land,0
Desert_Temperate,Worn_Path_3,Worn_Path_3,Worn_Path_3,Snow Snow Snow Mud Mud Mud Dirt Dirt Dirt Dirt Dirt Dirt,terr_dirt.bmp,0,0,kTerrainMoveType_Land,0
Via,Worn_Path_4,Worn_Path_4,Worn_Path_4,Snow Snow Snow Mud Mud Mud Dirt Dirt Dirt Dirt Dirt Dirt,terr_dirt.bmp,0,0,kTerrainMoveType_Land,0
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Now the third file in the code, which isn't of lesser importance than the others. Here is the code:
Code: Select all
Saltgrass_Temperate,Saltgrass_Temperate,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
ShallowWater_Temperate,ShallowWater_Temperate,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
Coastal_Temperate,Coastal_Temperate,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
Worn_Path_1,Worn_Path_1,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
Worn_Path_2,Worn_Path_2,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
Worn_Path_3,Worn_Path_3,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
Worn_Path_4,Worn_Path_4,terr_mask.tga, 0 0 0 0.5 1.0 1.0 1.0 1.0 1.0 1.0 1.0 0.5
Nothing difficult, we take Worn_Path_1, increase index as usual and copy the rest of the line...
Now try it yourself and give colour (and flavour) to your scenarios!! Maybe this method, which I have applied succesfully to EE4, can be adapted, with slight modifications, to UP 1.5 Art of Supremacy or even to EE2 original. Good luck!!! =)