2 XML_Cliff
feneur edited this page 2009-07-10 20:26:08 +00:00

A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.



Icon


**BRIEF DESCRIPTION ::**The sprite name of the icon to display for this cliff.

Top


**BRIEF DESCRIPTION ::**Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.

Side


**BRIEF DESCRIPTION ::**Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.

Edge


**BRIEF DESCRIPTION ::**Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.

Height


**BRIEF DESCRIPTION ::**How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.

Style


**BRIEF DESCRIPTION ::**The shape of the cliff.

Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).

Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.

Smoothness


**BRIEF DESCRIPTION ::**The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).

Example:

CODE
<cliff Tag="Greek Cliff" Parent="Cliff"
       icon="GCliff64" 
       top="grassdirt25"
       side="CliffGreekA"
       edge="grassdirt50"
       height="2.0"
       style="hill"
       smoothness=""