Here are the steps to change the cloud texture into an ambient lighting texture.
- In Worldbuilder click Edit, Edit Map Settings, and set Compression to No compression
- In Notepad or Notepad++ edit the map and click Search, Find, and search for .tga, you will find both TSNoiseUrb.tga and TSCloudMed.tga if you are editing a default map. Noise is for the macrotexture.
- Replace the cloud texture with you ambient lighting texture. The filename must be the same length as the filename already there. TSCloudMed is 10 letters long
- In your mod, the file can be a compressed dds file, and it must be added to the asset.dat like normal textures
- Add the following code to your map.ini
CloudTextureSize = X:1000 Y:1000
CloudOffsetPerSecond = X:-0 Y:-0
- CloudTextureSize is the "size in world units that one repetition of the cloud texture spans", this should be the size of your map, or otherwise aligned to where you want the ambient lighting texture to be placed and repeated
- CloudOffsetPerSecond is the "offset in texture units that the cloud texture moves per second", you will want your ambient lighting texture to not move so set it at 0.
I have yet to figure out how exactly the ambient lighting texture will colour the terrain and objects on the map. I'll have to get back to you on that.
Unfortunately, in Worldbuilder the cloud ignores the map.ini settings and will whizz through the map, so I recommend turning off clouds while editing your map.
I must say that I'd love an unleashed Worldbuilder!
Edited by MattTheLegoman, 30 November 2017 - 10:13 AM.
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