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    HeavenGames
    Editing Scenario Data

    Custom Map Sizes and Editing the terrain/elevation of Tiles

    Scroll down and navigate  (or search for the hex values “9DFFFFFFFF”)  untill you come across this part of the deep_water.hex file:

    mapsizeterrtiles

    The 9DFFFFFF long data is what initiates the actual map, followed by two long data with a decimal value of 144, or “9000000090000000” in hex values. These are the length and width of the map.

    The many pairs of “160100” following them are tile data (160100 is a single tile), in the following format:

    • 16 – The first byte is the  terrain type (16 for Deep Water).
    • 01 – The second short byte is the elevation level (ranging from 00 (lowest) up to 07 (highest) . 
    • 00 – Marks the end of the tile. Never edit this value or your map WILL crash.

    In this (default) map size case, you have 144 x 144 = 20736 sets of “160100” here. 

    Changing the Map Size

    Step 1. In order to modify the map size, you must change the two “90000000” into another long data value (two must be the same and not bigger than 255×255 in decimals, or FF000000FF000000 in hex values).

    Step 2. Insert or delete the corresponding amount of “160100” tile data (sets, depending on the map size chosen) – this must meet the square amount (decimal value) of the length/width chosen.

    Step 3. See the Map Size Table below to see which map sizes you can choose, and the correct decimal and hex values you must use 

    Changing the terrain type

    As you have noticed above, “16byte is the  terrain type for that particular tile. By editing this value you have access to every terrain type made for AoE, even the hidden ones which are not availavle in the normal scenario editor. You can easily change the terrain type by doing the following:

    Step 1. Change the “16” byte into any of the hex values corresponding to the terrain type (for example, changing it to “01” tranforms the current Deep water into normal Water terrain) from the Terrain Table below.

    Changing the elevation level

    Elevation 1 is “00“. If you make the value higher than 07 (which is the maximum hight), then it will go back to Elevation 1 plus how much you went over “07“. For example, if a single tile has a value of 08 and the rest would be 07, the Elevation will be just slightly “floating” above the rest. Depending on the height of a single tile’s Elevation level towards the rest of the other Elevation levels of your tiles, you can create awesome effects and tricks such as objects which can be passed through, or illusions. You can view a very nice example of this in my showcase scenario The Big Hill. You can change the evelation by doing the following:

    Step 1. Change the “01” byte into any of the hex values corresponding to the elevation level from the Elevation Table below:

    Terrain Table

    Tile Graphic Terrain Hex value Description/Properties
    t_grass 00 Grass
    t_water 01 Water
    t_desert 02 Beach (Desert Terrain Appearance, Cannot Place Building, Mess Up Other Terrains)
    t_thinriver 03 Thin River (Dark Terrain, Blue on Mini-map, Cannot Be Passed Through, Cannot Place Anything)
    t_water 04 Shallows (Passable for nearly all units)
    t_grass 05 Jungle Edge
    t_desert 06 Desert
    t_crops 07 Crop (Dark Terrain, Light Brown on Mini-map, Cannot Be Passed Through, Cannot Place Anything)
    t_rows 08 Rows (Dark Terrain, Cannot Be Passed Through, Cannot Place Anything)
    t_wheat 09 Wheat (Dark Terrain, Brown on Mini-map, Cannot Be Passed Through, Cannot Place Anything)
    t_grass 0A Forest
    t_dirt 0B Dirt (Desert)
    t_grass 0C Grass 2 (Cannot Be Passed Through, Cannot Place Anything)
    t_desert 0D Desert Palm
    t_desert 0E Desert Impass (Cannot Be Passed Through, Cannot Place Anything)
    t_water 0F Water Impass (Cannot Be Passed Through, Cannot Place Anything, Can Change Elevation)
    t_grass 10 Grass Impass (Cannot Be Passed Through, Cannot Place Anything)
    t_fog 11 Fog (Dark Terrain, Dark on Mini-map, Cannot Be Passed Through, Cannot Place Anything)
    t_grass 12 Forest Edge
    t_grass 13 Pine Forest
    t_grass 14 Jungle
    t_grass 15 Pine Edge
    t_dwater 16 Deep Water
    t_grass 17 Grass 3 (Dark on Mini-map, Cannot Be Passed Through, Can Place All Units & Buildings)
    t_grass 18 Grass 4 (Dark on Mini-map, Retarded Navy Speed, Can Place All Units, Cannot Place Buildings)
    t_grass 19 Grass 5 (Dark on Mini-map, Cannot Be Passed Through, Cannot Place Anything)
    t_bbeachedge 00 Beta Beach (Same as Grass Hex Value – Only available through McCloudEffects trick, or placing Water Impass next to it)
    t_road Beta Road (Not available, leftover in border.drs)

    Elevation Table

    Elevation Height Elevation Hex value
    1 00
    2 01
    3 02
    4 03
    5 04
    6 05
    7 06
    8 07

    Map Size Table

    # of Tiles (Decimal value) Map Size (Hex value)
    1×1 0100000001000000
    2×2 0200000002000000
    3×3 0300000003000000
    4×4 0400000004000000
    5×5 0500000005000000
    6×6 0600000006000000
    7×7 0700000007000000
    8×8 0800000008000000
    9×9 0900000009000000
    10×10 0A0000000A000000
    11×11 0B0000000B000000
    12×12 0C0000000C000000
    13×13 0D0000000D000000
    14×14 0E0000000E000000
    15×15 0F0000000F000000
    16×16 1000000010000000
    17×17 1100000011000000
    18×18 1200000012000000
    19×19 1300000013000000
    20×20 1400000014000000
    21×21 1500000015000000
    22×22 1600000016000000
    23×23 1700000017000000
    24×24 1800000018000000
    25×25 1900000019000000
    26×26 1A0000001A000000
    27×27 1B0000001B000000
    28×28 1C0000001C000000
    29×29 1D0000001D000000
    30×30 1E0000001E000000
    31×31 1F0000001F000000
    32×32 2000000020000000
    33×33 2100000021000000
    34×34 2200000022000000
    35×35 2300000023000000
    36×36 2400000024000000
    37×37 2500000025000000
    38×38 2600000026000000
    39×39 2700000027000000
    40×40 2800000028000000
    41×41 2900000029000000
    42×42 2A0000002A000000
    43×43 2B0000002B000000
    44×44 2C0000002C000000
    45×45 2D0000002D000000
    46×46 2E0000002E000000
    47×47 2F0000002F000000
    48×48 3000000030000000
    49×49 3100000031000000
    50×50 3200000032000000
    51×51 3300000033000000
    52×52 3400000034000000
    53×53 3500000035000000
    54×54 3600000036000000
    55×55 3700000037000000
    56×56 3800000038000000
    57×57 3900000039000000
    58×58 3A0000003A000000
    59×59 3B0000003B000000
    60×60 3C0000003C000000
    61×61 3D0000003D000000
    62×62 3E0000003E000000
    63×63 3F0000003F000000
    64×64 4000000040000000
    65×65 4100000041000000
    66×66 4200000042000000
    67×67 4300000043000000
    68×68 4400000044000000
    69×69 4500000045000000
    70×70 4600000046000000
    71×71 4700000047000000
    72×72 4800000048000000
    73×73 4900000049000000
    74×74 4A0000004A000000
    75×75 4B0000004B000000
    76×76 4C0000004C000000
    77×77 4D0000004D000000
    78×78 4E0000004E000000
    79×79 4F0000004F000000
    80×80 5000000050000000
    81×81 5100000051000000
    82×82 5200000052000000
    83×83 5300000053000000
    84×84 5400000054000000
    85×85 5500000055000000
    86×86 5600000056000000
    87×87 5700000057000000
    88×88 5800000058000000
    89×89 5900000059000000
    90×90 5A0000005A000000
    91×91 5B0000005B000000
    92×92 5C0000005C000000
    93×93 5D0000005D000000
    94×94 5E0000005E000000
    95×95 5F0000005F000000
    96×96 6000000060000000
    97×97 6100000061000000
    98×98 6200000062000000
    99×99 6300000063000000
    100×100 6400000064000000
    101×101 6500000065000000
    102×102 6600000066000000
    103×103 6700000067000000
    104×104 6800000068000000
    105×105 6900000069000000
    106×106 6A0000006A000000
    107×107 6B0000006B000000
    108×108 6C0000006C000000
    109×109 6D0000006D000000
    110×110 6E0000006E000000
    111×111 6F0000006F000000
    112×112 7000000070000000
    113×113 7100000071000000
    114×114 7200000072000000
    115×115 7300000073000000
    116×116 7400000074000000
    117×117 7500000075000000
    118×118 7600000076000000
    119×119 7700000077000000
    120×120
    7800000078000000
    121×121 7900000079000000
    122×122 7A0000007A000000
    123×123 7B0000007B000000
    124×124 7C0000007C000000
    125×125 7D0000007D000000
    126×126 7E0000007E000000
    127×127 7F0000007F000000
    128×128 8000000080000000
    129×129 8100000081000000
    130×130 8200000082000000
    131×131 8300000083000000
    132×132 8400000084000000
    133×133 8500000085000000
    134×134 8600000086000000
    135×135 8700000087000000
    136×136 8800000088000000
    137×137 8900000089000000
    138×138 8A0000008A000000
    139×139 8B0000008B000000
    140×140 8C0000008C000000
    141×141 8D0000008D000000
    142×142 8E0000008E000000
    143×143 8F0000008F000000
    144×144 9000000090000000
    145×145 9100000091000000
    146×146 9200000092000000
    147×147 9300000093000000
    148×148 9400000094000000
    149×149 9500000095000000
    150×150 9600000096000000
    151×151 9700000097000000
    152×152 9800000098000000
    153×153 9900000099000000
    154×154 9A0000009A000000
    155×155 9B0000009B000000
    156×156 9C0000009C000000
    157×157 9D0000009D000000
    158×158 9E0000009E000000
    159×159 9F0000009F000000
    160×160 A0000000A0000000
    161×161 A1000000A1000000
    162×162 A2000000A2000000
    163×163 A3000000A3000000
    164×164 A4000000A4000000
    165×165 A5000000A5000000
    166×166 A6000000A6000000
    167×167 A7000000A7000000
    168×168 A8000000A8000000
    169×169 A9000000A9000000
    170×170 AA000000AA000000
    171×171 AB000000AB000000
    172×172 AC000000AC000000
    173×173 AD000000AD000000
    174×174 AE000000AE000000
    175×175 AF000000AF000000
    176×176 B0000000B0000000
    177×177 B1000000B1000000
    178×178 B2000000B2000000
    179×179 B3000000B3000000
    180×180 B4000000B4000000
    181×181 B5000000B5000000
    182×182 B6000000B6000000
    183×183 B7000000B7000000
    184×184 B8000000B8000000
    185×185 B9000000B9000000
    186×186 BA000000BA000000
    187×187 BB000000BB000000
    188×188 BC000000BC000000
    189×189 BD000000BD000000
    190×190 BE000000BE000000
    191×191 BF000000BF000000
    192×192 C0000000C0000000
    193×193 C1000000C1000000
    194×194 C2000000C2000000
    195×195 C3000000C3000000
    196×196 C4000000C4000000
    197×197 C5000000C5000000
    198×198 C6000000C6000000
    199×199 C7000000C7000000
    200×200 C8000000C8000000
    201×201 C9000000C9000000
    203×203 CA000000CA000000
    203×203 CB000000CB000000
    204×204 CC000000CC000000
    205×205 CD000000CD000000
    206×206 CE000000CE000000
    207×207 CF000000CF000000
    208×208 D0000000D0000000
    209×209 D1000000D1000000
    210×210 D2000000D2000000
    211×211 D3000000D3000000
    212×212 D4000000D4000000
    213×213 D5000000D5000000
    214×214 D6000000D6000000
    215×215 D7000000D7000000
    216×216 D8000000D8000000
    217×217 D9000000D9000000
    218×218 DA000000DA000000
    219×219 DB000000DB000000
    220×220 DC000000DC000000
    221×221 DD000000DD000000
    222×222 DE000000DE000000
    223×223 DF000000DF000000
    224×224 E0000000E0000000
    225×225 E1000000E1000000
    226×226 E2000000E2000000
    227×227 E3000000E3000000
    228×228 E4000000E4000000
    229×229 E5000000E5000000
    230×230 E6000000E6000000
    231×231 E7000000E7000000
    232×232 E8000000E8000000
    233×233 E9000000E9000000
    234×234 EA000000EA000000
    235×235 EB000000EB000000
    236×236 EC000000EC000000
    237×237 ED000000ED000000
    238×238 EE000000EE000000
    239×239 EF000000EF000000
    240×240 F0000000F0000000
    241×241 F1000000F1000000
    242×242 F2000000F2000000
    243×243 F3000000F3000000
    244×244 F4000000F4000000
    245×245 F5000000F5000000
    246×246 F6000000F6000000
    247×247 F7000000F7000000
    248×248 F8000000F8000000
    249×249 F9000000F9000000
    250×250 FA000000FA000000
    251×251 FB000000FB000000
    252×252 FC000000FC000000
    253×253 FD000000FD000000
    254×254 FE000000FE000000
    255×255 FF000000FF000000

    The Thin River, Crop, Rows, Wheat, Dirt and Beta Road terrain tiles appear as black terrain in-game – those shown in the Terrain Table are their original graphics.

    Next up: The Lengthen Combat Mode (3xHP).

    Pages: 1 2 3 4 5

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