Battlegrounds 3 PSP: Difference between revisions
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There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor. | There are a range of weapons in BG3 with varying levels of effectiveness. In order to defeat an enemy you must deplete his shields and armor. | ||
* | * Machine gun - A good all-around weapon. | ||
* | * Laser - Effective against shields. | ||
* Tank shells | * Tank shells - Effective against armor. | ||
* Missiles | * Missiles - Great all-around. | ||
===Content Creation=== | ===Content Creation=== | ||
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* terrain.raw - 16-bit binary mapping of scaleable height values from lower left of map (beginning of file) to upper right of map (end of file). | * terrain.raw - 16-bit binary mapping of scaleable height values from lower left of map (beginning of file) to upper right of map (end of file). | ||
* terrain.tga - Detail texture for heightmap, as it would look from a top-down perspective. For best performance, use palletized textures. | * terrain.tga - Detail texture for heightmap, as it would look from a top-down perspective. For best performance, use palletized textures. | ||
* map.ini - Configuration file used to set various values for the maps. Some of these need to be standardized. Checking the default maps should give a fairly straightforward view of what these should look like. When defining points on the map, use tile coordinates, eg, for the bottom left tile on the map, it would be "0 0" and for the top right tile of a 256x256 map it would be "255 255". | * map.ini - Configuration file used to set various values for the maps. Some of these need to be standardized. | ||
** Checking the default maps should give a fairly straightforward view of what these should look like. | |||
** When defining points on the map, use tile coordinates, eg, for the bottom left tile on the map, it would be "0 0" and for the top right tile of a 256x256 map it would be "255 255". | |||
You can use any heightmap tools that support the .raw and .tga files as described. | You can use any heightmap tools that support the .raw and .tga files as described. | ||
