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MapData
andreasw edited this page Sep 1, 2026
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1 revision
A new top-level INI block, MapData ... End, for per-map settings. Unlike GameData.ini (global engine defaults), a MapData block is meant to live in a map's own .ini file (alongside the map's Map.ini/script data), so these settings apply only to that map.
MapData
HeightMapScale = 1.0
EnableShips = Yes
TerrainHeightAmbientLightStart = -1
TerrainHeightAmbientLightHeight1 = -1
TerrainHeightAmbientLightHeight2 = -1
TerrainHeightAmbientLightColor1 = R:0 G:0 B:0
TerrainHeightAmbientLightColor2 = R:0 G:0 B:0
TerrainHeightAmbientLightAdditive = No
End
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HeightMapScale = 1.0- (Vertical scale factor applied to the map's heightmap.) -
EnableShips = Yes- (Whether naval/ship units are permitted to be used on this map.)
Tints terrain ambient lighting based on terrain height. The main purpose is to darken terrain the deeper it is below the water surface, to create an underwater depth effect.
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TerrainHeightAmbientLightStart = -1- (Terrain height at which the effect begins. Above this height no tint is applied. Default = -1 = disabled) -
TerrainHeightAmbientLightHeight1 = -1- (Height at whichTerrainHeightAmbientLightColor1is fully reached) -
TerrainHeightAmbientLightHeight2 = -1- (Height at whichTerrainHeightAmbientLightColor2is fully reached) -
TerrainHeightAmbientLightColor1 = R:0 G:0 B:0- (Tint color reached at Height1) -
TerrainHeightAmbientLightColor2 = R:0 G:0 B:0- (Tint color reached at Height2) -
TerrainHeightAmbientLightAdditive = No- (If Yes, the colors are added to the ambient light instead of blended/multiplied)
Notes:
- The tint blends from no effect at
...Start, towards Color1 at...Height1, and towards Color2 at...Height2, allowing a two-step gradient (e.g. shallow water vs. deep water). - The whole feature is disabled by default (start height = -1).
- This used to be part of
GameData.ini(marked work-in-progress); it has since been moved to the per-mapMapDatablock and the earlier issues are resolved.