Everyone wants more cliff levels, and there are some fairly difficult ways to pull off the look of more cliff levels, albeit with some issues. I, personally, wanted to change the height of the cliff levels I already had access to. But when I attempted this, I always ended up with hideous black gaps, and the cliff faces always stayed the same height.
I thought, well, maybe the cliff mesh models need to be modified.
Then I made a new Terrain Cliff Mesh in the data edtor and set its heights to 2.5 and 5.0, made a new Terrain Cliff in the data editor to reference said mesh, and added that to the Agria texture set. If you did only this much, of course, you get huge holes in your terrain instead of any sort of cliff face where you apply this new type of cliff.
So I extracted the CliffNatural0 models. I spent a while researching, then I wrote a program to scale the height of all .m3 models contained within a given folder. I used this on CliffNatural0 (the program automatically renamed these files to CliffTall0) and imported the resulting files.
Voila. I've successfully changed the height of cliffs, with no bad graphical effects unless you connect the different cliff types (shown in the middle).
Speculation: There should be some type of cliff booster doodad or terrain object or whatever, or some way to get one, to cause the higher cliff levels to actually be treated as higher. What happens if you set Boost Cliff to 1 on a bridge on cliff level 3 that has cliffs of levels 2 and 3 next to it? Can units on the other cliffs see units on the bridge? If the game internally supports more than 3 cliff levels, and if that works, you can have quite a few. However, you can't smoothly stack these additional cliff levels atop one another unless you apply the old "cover the gaps with doodads" trick.
(This image shows the highest level of Tall cliff placed on top of the highest level of normal Agria cliff, with gaps in the cliff face and especially corners.)
This adds a few hundred kilobytes to your map size (since there are 156 models for CliffNatural0), and the transition is smooth going from one type of cliff to a different type on top of it, as long as you align their bottoms and make sure the difference in height is correct for the cliff models you're using. (In my case, I changed my Tall cliff's heights from 2.5 and 5.0 to 2.0 and 4.5 to verify this.)
Shorter cliffs, of course, are also doable.
The attached map contains CliffHuge0, CliffHuge1, CliffTall0, CliffTall1, CliffShort0, and CliffShort1 models, but it only has the data entries for a few of them.
Everyone wants more cliff levels, and there are some fairly difficult ways to pull off the look of more cliff levels, albeit with some issues. I, personally, wanted to change the height of the cliff levels I already had access to. But when I attempted this, I always ended up with hideous black gaps, and the cliff faces always stayed the same height.
I thought, well, maybe the cliff mesh models need to be modified.
Then I made a new Terrain Cliff Mesh in the data edtor and set its heights to 2.5 and 5.0, made a new Terrain Cliff in the data editor to reference said mesh, and added that to the Agria texture set. If you did only this much, of course, you get huge holes in your terrain instead of any sort of cliff face where you apply this new type of cliff.
So I extracted the CliffNatural0 models. I spent a while researching, then I wrote a program to scale the height of all .m3 models contained within a given folder. I used this on CliffNatural0 (the program automatically renamed these files to CliffTall0) and imported the resulting files.
Voila. I've successfully changed the height of cliffs, with no bad graphical effects unless you connect the different cliff types (shown in the middle).
Speculation: There should be some type of cliff booster doodad or terrain object or whatever, or some way to get one, to cause the higher cliff levels to actually be treated as higher. What happens if you set Boost Cliff to 1 on a bridge on cliff level 3 that has cliffs of levels 2 and 3 next to it? Can units on the other cliffs see units on the bridge? If the game internally supports more than 3 cliff levels, and if that works, you can have quite a few. However, you can't smoothly stack these additional cliff levels atop one another unless you apply the old "cover the gaps with doodads" trick.
(This image shows the highest level of Tall cliff placed on top of the highest level of normal Agria cliff, with gaps in the cliff face and especially corners.)
This adds a few hundred kilobytes to your map size (since there are 156 models for CliffNatural0), and the transition is smooth going from one type of cliff to a different type on top of it, as long as you align their bottoms and make sure the difference in height is correct for the cliff models you're using. (In my case, I changed my Tall cliff's heights from 2.5 and 5.0 to 2.0 and 4.5 to verify this.)
Shorter cliffs, of course, are also doable.
The attached map contains CliffHuge0, CliffHuge1, CliffTall0, CliffTall1, CliffShort0, and CliffShort1 models, but it only has the data entries for a few of them.