172 lines
8.2 KiB
XML
172 lines
8.2 KiB
XML
<rwgmixer>
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<!-- **************************************************************
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These are Tiles that should be considered unique.
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A maxdensity of 120 means 12 million vertices of POI budget.
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****************************************************************-->
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<!-- **************************************************************
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A mundane tile that adds 25x25 commercial POI support.
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It is okay to have a number of these. It only appears here
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because Commercial maxdensity has been an issue...
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****************************************************************-->
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<append xpath="/rwgmixer">
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<streettile name="rwg_tile_commercial_cap_zztong_01">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="4"/>
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<property name="maxdensity" value="250"/>
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</streettile>
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<streettile name="rwg_tile_commercial_intersection_zztong_01">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="4"/>
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<property name="maxdensity" value="250"/>
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</streettile>
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<streettile name="rwg_tile_commercial_t_zztong_01">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="4"/>
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<property name="maxdensity" value="250"/>
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</streettile>
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</append>
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<!-- **************************************************************
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These downtown tiles support a set of heavy-weight (vertices)
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and high tier POIs so we don't want to have a lot of them in
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the game for fear of tanking downtown performance.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<streettile name="rwg_tile_downtown_intersection_zztong_01">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="1"/>
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<property name="maxdensity" value="150"/>
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</streettile>
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<streettile name="rwg_tile_downtown_intersection_zztong_02">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="1"/>
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<property name="maxdensity" value="150"/>
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</streettile>
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<streettile name="rwg_tile_downtown_intersection_zztong_03">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="1"/>
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<property name="maxdensity" value="150"/>
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</streettile>
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<streettile name="rwg_tile_downtown_intersection_zztong_04">
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<property name="mintiles" value="1"/>
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<property name="maxtiles" value="1"/>
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<property name="maxdensity" value="150"/>
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</streettile>
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</append>
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<!-- **************************************************************
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These Tiles do not offer any places for a Trader, so they
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should only appear once max, otherwise small maps might
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not get all of their traders.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<streettile name="rwg_tile_gateway_intersection_zztong_01">
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<property name="mintiles" value="0"/>
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<property name="maxtiles" value="1"/>
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</streettile>
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<streettile name="rwg_tile_gateway_straight_zztong_01">
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<property name="mintiles" value="0"/>
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<property name="maxtiles" value="1"/>
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</streettile>
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<streettile name="rwg_tile_gateway_straight_zztong_02">
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<property name="mintiles" value="0"/>
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<property name="maxtiles" value="1"/>
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</streettile>
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</append>
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<!-- **************************************************************
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This is the bartertown tile. It is a distictive landmark so
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we don't want a bunch of them on the map. Also included are
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the bartertown fallen traders to make them match up with TFP's
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biome restricted traders. Min_Count, Max_Count, and Bias are
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unlikely to be relevant since the supporting Tile is limited.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<streettile name="rwg_tile_gateway_intersection_zztong_03">
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<property name="mintiles" value="0"/>
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<property name="maxtiles" value="1"/>
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</streettile>
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<prefab_spawn_adjust partial_name="zztong_bartertown_rektx" biomeTags="forest" bias="0" min_count="2" max_count="4"/>
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<prefab_spawn_adjust partial_name="zztong_bartertown_jenx" biomeTags="burntforest" bias="0" min_count="2" max_count="4"/>
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<prefab_spawn_adjust partial_name="zztong_bartertown_bobx" biomeTags="desert" bias="0" min_count="2" max_count="4"/>
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<prefab_spawn_adjust partial_name="zztong_bartertown_hughx" biomeTags="snow" bias="0" min_count="2" max_count="4"/>
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<prefab_spawn_adjust partial_name="zztong_bartertown_joelx" biomeTags="wasteland" bias="0" min_count="2" max_count="4"/>
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</append>
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<!-- **************************************************************
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This Tile supports a Tunnel through a mountain. It is a
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distictive landmark so you probably don't want many of them.
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There are only three variations of the tunnel. It is also
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a Tile that doesn't support a Trader, so it needs to be
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limited to once appearance for small maps.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<streettile name="rwg_tile_gateway_straight_zztong_03">
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<property name="mintiles" value="0"/>
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<property name="maxtiles" value="1"/>
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</streettile>
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</append>
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<!-- **************************************************************
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This Tile supports a Reservoir. It is a distictive landmark
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so you probably don't want many of them. There are only two
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variations of the docks. It does not support a Trader so
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it should only appear once.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<streettile name="rwg_tile_gateway_t_zztong_02">
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<property name="mintiles" value="0"/>
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<property name="maxtiles" value="1"/>
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</streettile>
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</append>
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<!-- **************************************************************
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Various biome-restricted POIs for thematic reasons.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<prefab_spawn_adjust partial_name="zztong_balloon_safari_01" biomeTags="desert"/>
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<prefab_spawn_adjust partial_name="zztong_cave_01" biomeTags="forest,burntforest,desert"/>
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<prefab_spawn_adjust partial_name="zztong_farmers_market_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_aloe_01" biomeTags="desert"/>
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<prefab_spawn_adjust partial_name="zztong_field_blueberry_01" biomeTags="snow"/>
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<prefab_spawn_adjust partial_name="zztong_field_coffee_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_corn_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_cotton_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_hop_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_potato_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_pumpkin_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_field_yucca_01" biomeTags="desert"/>
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<prefab_spawn_adjust partial_name="zztong_gyroport_01" biomeTags="desert"/>
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<prefab_spawn_adjust partial_name="zztong_motocross_01" biomeTags="forest"/>
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<prefab_spawn_adjust partial_name="zztong_survivor_base_ruin_01" biomeTags="snow,wasteland"/>
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</append>
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<!-- **************************************************************
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This should make sure a POI under development ends up all over
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the map. This setting is harmless outside of my development
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environment, so don't worry if you find it active as no POIs
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should be tagged this way.
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****************************************************************-->
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<append xpath="/rwgmixer">
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<prefab_spawn_adjust tags="zztest" bias="20" min_count="5"/>
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</append>
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</rwgmixer>
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