![Anno 2070 map editor](https://kumkoniak.com/67.jpg)
#ANNO 2070 MAP EDITOR HOW TO#
TextureIndex: anyone with any idea how to find textures by TextureIndex values - these should somehow apply to the island tiles and hopefully one might be green/red texture overlay for available/blocked tiles )) 13*13 = 169 elements for 208x208 tiles => each non-empty element should contain a box of 16x16 tiles-related numbers in the CDATAs)
![anno 2070 map editor anno 2070 map editor](https://www.hookedgamers.com/images/2314/anno_2070/screenshot_pc_anno_2070021.jpg)
isd files contains TileCountX and Z, i hope to reverse engineer the Element quasi-xml elements, since number of these elements is exactly ChunkMap.Width * ChunkMap.Height (e.g. isd: how is possible that BuildBlockerShapes appear to be stored as integers (in subtiles = 2**12 tiles) and SurfLines as floats (in tiles with decimal places) ?Īnother dead end: BuildBlockerShapes look more or less ok, but SurfLines look like a very very bad way to get island boundaries - see converted_isd files from v0.5 V0.3: with a lot of tweaking, i guess i got the algorithm right to match polygons to in-game blocked tiles (see top of this page for image comparisons) V0.2: currently on GitHub - a test of reading polygons from. I was able to transform the x and y values to polygon coordinates that more or less match one hill from the. isd: these are xml files that contain binary data inside BuildBlockerShapes/i/Polygon/i elements - each CDATA contains 20 bytes of data that can be unpacked to 5 32-bit integers (16, x, 0, y, 0).
![anno 2070 map editor anno 2070 map editor](https://i.ytimg.com/vi/YkVxjwmhhB8/maxresdefault.jpg)
![anno 2070 map editor anno 2070 map editor](https://i.ytimg.com/vi/9Iz7SIoZCbU/maxresdefault.jpg)
Dev Page | these serve as a background for polygons i want to read from.
![Anno 2070 map editor](https://kumkoniak.com/67.jpg)