Set some buildings to spawn stone_rubble 2x2, and added custom decals sizes for wall segments rubbles.

This was SVN commit r12742.
This commit is contained in:
Enrique 2012-10-08 00:51:24 +00:00
parent 6f4b3b6e5c
commit a9417be899
17 changed files with 309 additions and 235 deletions

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<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_3x3">
<decal angle="0" depth="14" offsetx="0" offsetz="0" width="14"/>
<textures>
<texture file="props/decal_destruct_medium.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_6x6">
<variant name="decal_dirt_wall_long">
<decal angle="0" depth="44" offsetx="0" offsetz="0" width="44"/>
<textures>
<texture file="props/decal_destruct_large.png" name="baseTex"/>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_wall_long">
<decal angle="0" depth="11" offsetx="0" offsetz="0" width="38"/>
<textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_wall_medium">
<decal angle="0" depth="9" offsetx="0" offsetz="0" width="26"/>
<textures>
<texture file="props/decal_destruct_long_big.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>

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@ -0,0 +1,12 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<group>
<variant name="decal_dirt_wall_medium">
<decal angle="0" depth="7" offsetx="0" offsetz="0" width="15"/>
<textures>
<texture file="props/decal_destruct_llong.png" name="baseTex"/>
</textures>
</variant>
</group>
<material>terrain_base.xml</material>
</actor>

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant name="stone rubble tower wall">
<mesh>props/rubble_stone_2x2.dae</mesh>
<props>
<prop actor="props/structures/decals/destruct_2x2.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>
<texture file="props/ao/rubble_stone_wall_tower_AO.png" name="aoTex"/>
</textures>
</variant>
</group>
<material>basic_trans_ao.xml</material>
</actor>

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@ -5,7 +5,7 @@
<variant name="stone rubble long wall">
<mesh>props/rubble_stone_wall_long.dae</mesh>
<props>
<prop actor="props/structures/decals/destruct_3x3.xml" attachpoint="root"/>
<prop actor="props/structures/decals/destruct_wall_long.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>

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@ -5,7 +5,7 @@
<variant name="stone rubble medium wall">
<mesh>props/rubble_stone_wall_medium.dae</mesh>
<props>
<prop actor="props/structures/decals/destruct_3x3.xml" attachpoint="root"/>
<prop actor="props/structures/decals/destruct_wall_medium.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>

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@ -5,7 +5,7 @@
<variant name="stone rubble short wall">
<mesh>props/rubble_stone_wall_short.dae</mesh>
<props>
<prop actor="props/structures/decals/destruct_3x3.xml" attachpoint="root"/>
<prop actor="props/structures/decals/destruct_wall_short.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>

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@ -5,7 +5,7 @@
<variant name="stone rubble tower wall">
<mesh>props/rubble_stone_wall_tower.dae</mesh>
<props>
<prop actor="props/structures/decals/destruct_3x3.xml" attachpoint="root"/>
<prop actor="props/structures/decals/destruct_2x2.xml" attachpoint="root"/>
</props>
<textures>
<texture file="props/rubble_stone.png" name="baseTex"/>

Binary file not shown.

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_rubble">
<VisualActor>
<Actor>structures/destruct_stone_2x2.xml</Actor>
</VisualActor>
</Entity>

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@ -1,32 +1,32 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_defense_wall_tower">
<Cost>
<BuildTime>120</BuildTime>
<Resources>
<stone>90</stone>
</Resources>
</Cost>
<Footprint>
<Square width="14.0" depth="14.0"/>
<Height>18.0</Height>
</Footprint>
<Health>
<Max>12000</Max>
<SpawnEntityOnDeath>rubble/rubble_3x3</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<SpecificName>Mijdil</SpecificName>
<History>The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.</History>
</Identity>
<Obstruction>
<Static width="11.0" depth="11.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/carthaginians/wall_tower.xml</Actor>
<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
</VisualActor>
<WallPiece>
<Length>11.0</Length>
</WallPiece>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_defense_wall_tower">
<Cost>
<BuildTime>120</BuildTime>
<Resources>
<stone>90</stone>
</Resources>
</Cost>
<Footprint>
<Square width="14.0" depth="14.0"/>
<Height>18.0</Height>
</Footprint>
<Health>
<Max>12000</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>cart</Civ>
<SpecificName>Mijdil</SpecificName>
<History>The Carthaginians built what are referred to as "triple walls" to fortify some of their cities; as triple walls aren't a practical construct for 0 A.D, the construction of the inner wall is to be used. This wall served not only as a defensive structure but had barracks and stables integrated right into it, and raised towers at intervals. Fodder for elephants and horses, and arms were stored onsite. The ground level consisted of housing for elephants, the second level for horses, and the third level as barracks for the troops. In Carthage alone, 200 elephants, a thousand horses and 15,000~30,000 troops could be housed within the city walls. As shown in the reference drawing, there was also a ditch at the base in front of the wall. These walls were typically built of large blocks of sandstone hewn from deposits nearby, and were never breached by invaders.</History>
</Identity>
<Obstruction>
<Static width="11.0" depth="11.0"/>
</Obstruction>
<VisualActor>
<Actor>structures/carthaginians/wall_tower.xml</Actor>
<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
</VisualActor>
<WallPiece>
<Length>11.0</Length>
</WallPiece>
</Entity>

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@ -1,26 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_house">
<Footprint replace="">
<Circle radius="6.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Annedd</SpecificName>
<History>Celts generally lived in round stone or wattle and daub walled structures with thatched roof.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="10.0"/>
</Obstruction>
<TerritoryInfluence>
<Radius>16</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/celts/house.xml</Actor>
<FoundationActor>structures/fndn_2x2.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_house">
<Footprint replace="">
<Circle radius="6.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>celt</Civ>
<SpecificName>Annedd</SpecificName>
<History>Celts generally lived in round stone or wattle and daub walled structures with thatched roof.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="10.0"/>
</Obstruction>
<TerritoryInfluence>
<Radius>16</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/celts/house.xml</Actor>
<FoundationActor>structures/fndn_2x2.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,45 +1,45 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_defense_defense_tower">
<BuildingAI>
<DefaultArrowCount>2</DefaultArrowCount>
</BuildingAI>
<Cost>
<PopulationBonus>5</PopulationBonus>
<BuildTime>200</BuildTime>
<Resources>
<wood>0</wood>
<stone>300</stone>
</Resources>
</Cost>
<Footprint replace="">
<Circle radius="8.0"/>
<Height>12.0</Height>
</Footprint>
<GarrisonHolder>
<Max>10</Max>
</GarrisonHolder>
<Health>
<Max>2400</Max>
<SpawnEntityOnDeath>rubble/rubble_3x3</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Torre Iberica</SpecificName>
<History>These towers were quite large, high and monolithic stonework; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain.</History>
</Identity>
<Obstruction>
<Static width="14.0" depth="14.0"/>
</Obstruction>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>17.0</HeightOffset>
</StatusBars>
<TerritoryInfluence>
<Radius>38</Radius>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/iberians/scout_tower.xml</Actor>
<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_defense_defense_tower">
<BuildingAI>
<DefaultArrowCount>2</DefaultArrowCount>
</BuildingAI>
<Cost>
<PopulationBonus>5</PopulationBonus>
<BuildTime>200</BuildTime>
<Resources>
<wood>0</wood>
<stone>300</stone>
</Resources>
</Cost>
<Footprint replace="">
<Circle radius="8.0"/>
<Height>12.0</Height>
</Footprint>
<GarrisonHolder>
<Max>10</Max>
</GarrisonHolder>
<Health>
<Max>2400</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_3x3</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Torre Iberica</SpecificName>
<History>These towers were quite large, high and monolithic stonework; being cylindrical lent them added strength. They were initially built at mountain passes to control access through them or on high places to provide overview and defense of surrounding terrain. They may have also been used as 'toll stations' along trading routes. Sometimes they were even built 'right out in the middle of nowhere' on the flatlands, but always with the idea of defensively controlling terrain.</History>
</Identity>
<Obstruction>
<Static width="14.0" depth="14.0"/>
</Obstruction>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>17.0</HeightOffset>
</StatusBars>
<TerritoryInfluence>
<Radius>38</Radius>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/iberians/scout_tower.xml</Actor>
<FoundationActor>structures/fndn_3x3.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,26 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_house">
<Footprint>
<Square width="12.0" depth="12.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Casa</SpecificName>
<History>Iberian structures of the time were typically built either entirely of stone or with stone stub walls with 'adobe' up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="10.0"/>
</Obstruction>
<TerritoryInfluence>
<Radius>16</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/iberians/house.xml</Actor>
<FoundationActor>structures/fndn_2x2.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic_house">
<Footprint>
<Square width="12.0" depth="12.0"/>
<Height>5.0</Height>
</Footprint>
<Health>
<SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<Civ>iber</Civ>
<SpecificName>Casa</SpecificName>
<History>Iberian structures of the time were typically built either entirely of stone or with stone stub walls with 'adobe' up to the roof lines above them. Roofs were then, depending on the economic status of individuals, covered with a composite of mud and binding vegetable and waterproofing asphaltic materials, or slate stone, or in many cases in the region, with so-called Spanish roofing tiles.</History>
</Identity>
<Obstruction>
<Static width="10.0" depth="10.0"/>
</Obstruction>
<TerritoryInfluence>
<Radius>16</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<VisualActor>
<Actor>structures/iberians/house.xml</Actor>
<FoundationActor>structures/fndn_2x2.xml</FoundationActor>
</VisualActor>
</Entity>

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@ -1,101 +1,101 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic">
<Armour>
<Hack>15.0</Hack>
<Pierce>40.0</Pierce>
<Crush>15.0</Crush>
<Foundation>
<Hack>4.0</Hack>
<Pierce>8.0</Pierce>
<Crush>4.0</Crush>
</Foundation>
</Armour>
<Attack>
<Ranged>
<Hack>0.0</Hack>
<Pierce>25.0</Pierce>
<Crush>0.0</Crush>
<MaxRange>80.0</MaxRange>
<MinRange>16.0</MinRange>
<ProjectileSpeed>75.0</ProjectileSpeed>
<PrepareTime>1200</PrepareTime>
<RepeatTime>2000</RepeatTime>
<Spread>1.5</Spread>
</Ranged>
</Attack>
<BuildingAI>
<DefaultArrowCount>1</DefaultArrowCount>
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
</BuildingAI>
<BuildRestrictions>
<Category>DefenseTower</Category>
</BuildRestrictions>
<Cost>
<BuildTime>120</BuildTime>
<Resources>
<wood>100</wood>
<stone>100</stone>
</Resources>
</Cost>
<Footprint>
<Square width="10.0" depth="10.0"/>
<Height>15.0</Height>
</Footprint>
<GarrisonHolder>
<Max>5</Max>
<EjectHealth>0.1</EjectHealth>
<List datatype="tokens">Support Infantry</List>
<BuffHeal>0</BuffHeal>
<LoadingRange>2</LoadingRange>
</GarrisonHolder>
<Health>
<Max>1200</Max>
<SpawnEntityOnDeath>rubble/rubble_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Defense Tower</GenericName>
<Tooltip>Shoots arrows. Garrison to provide extra defense.</Tooltip>
<Classes datatype="tokens">Town Defensive Tower GarrisonTower -ConquestCritical</Classes>
<Icon>structures/defense_tower.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>0</food>
<wood>10</wood>
<stone>10</stone>
<metal>0</metal>
</Loot>
<Obstruction>
<Static width="7.0" depth="7.0"/>
</Obstruction>
<ProductionQueue>
<Technologies datatype="tokens">
pair_tower_01
</Technologies>
</ProductionQueue>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_tower.xml</select>
<constructed>interface/complete/building/complete_tower.xml</constructed>
<attack>attack/weapon/arrowfly.xml</attack>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>21.0</HeightOffset>
</StatusBars>
<TerritoryInfluence>
<Root>false</Root>
<Radius>32</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<Vision>
<Range>80</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_2x2.xml</FoundationActor>
</VisualActor>
</Entity>
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_civic">
<Armour>
<Hack>15.0</Hack>
<Pierce>40.0</Pierce>
<Crush>15.0</Crush>
<Foundation>
<Hack>4.0</Hack>
<Pierce>8.0</Pierce>
<Crush>4.0</Crush>
</Foundation>
</Armour>
<Attack>
<Ranged>
<Hack>0.0</Hack>
<Pierce>25.0</Pierce>
<Crush>0.0</Crush>
<MaxRange>80.0</MaxRange>
<MinRange>16.0</MinRange>
<ProjectileSpeed>75.0</ProjectileSpeed>
<PrepareTime>1200</PrepareTime>
<RepeatTime>2000</RepeatTime>
<Spread>1.5</Spread>
</Ranged>
</Attack>
<BuildingAI>
<DefaultArrowCount>1</DefaultArrowCount>
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
</BuildingAI>
<BuildRestrictions>
<Category>DefenseTower</Category>
</BuildRestrictions>
<Cost>
<BuildTime>120</BuildTime>
<Resources>
<wood>100</wood>
<stone>100</stone>
</Resources>
</Cost>
<Footprint>
<Square width="10.0" depth="10.0"/>
<Height>15.0</Height>
</Footprint>
<GarrisonHolder>
<Max>5</Max>
<EjectHealth>0.1</EjectHealth>
<List datatype="tokens">Support Infantry</List>
<BuffHeal>0</BuffHeal>
<LoadingRange>2</LoadingRange>
</GarrisonHolder>
<Health>
<Max>1200</Max>
<SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath>
</Health>
<Identity>
<GenericName>Defense Tower</GenericName>
<Tooltip>Shoots arrows. Garrison to provide extra defense.</Tooltip>
<Classes datatype="tokens">Town Defensive Tower GarrisonTower -ConquestCritical</Classes>
<Icon>structures/defense_tower.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Loot>
<xp>100</xp>
<food>0</food>
<wood>10</wood>
<stone>10</stone>
<metal>0</metal>
</Loot>
<Obstruction>
<Static width="7.0" depth="7.0"/>
</Obstruction>
<ProductionQueue>
<Technologies datatype="tokens">
pair_tower_01
</Technologies>
</ProductionQueue>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_tower.xml</select>
<constructed>interface/complete/building/complete_tower.xml</constructed>
<attack>attack/weapon/arrowfly.xml</attack>
<death>attack/destruction/building_collapse_large.xml</death>
</SoundGroups>
</Sound>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>21.0</HeightOffset>
</StatusBars>
<TerritoryInfluence>
<Root>false</Root>
<Radius>32</Radius>
<Weight>65536</Weight>
</TerritoryInfluence>
<Vision>
<Range>80</Range>
</Vision>
<VisualActor>
<FoundationActor>structures/fndn_2x2.xml</FoundationActor>
</VisualActor>
</Entity>