I used the cliff brush to create cliffes. When playing the vehicles (tanks) just drive over the cliff. Slowly of course. But they do. But I want the cliffs to stop vehicles! What am I doing wrong?
I attached a screenshot of the cliff I created as well as the map file (flaMe editor format).
Thanks in advance for your support
//edit: Watching this video I noticed that you should actually see the cliffs in flame editor. I do only see the red highlighted ground textures when using the cliff brush. Any idea? I am using the most up-to-date files "tilesets.zip" and "3.1_b4-objects.zip" from this location. I saved the files like that:
D:\SPIELE\Warzone 2100-3.1.1\FlaME\data\3.1_b4-objects\messages
D:\SPIELE\Warzone 2100-3.1.1\FlaME\data\3.1_b4-objects\pies
...
D:\SPIELE\Warzone 2100-3.1.1\FlaME\data\tilesets\tertilesc1hw\tertilesc1hw-16
D:\SPIELE\Warzone 2100-3.1.1\FlaME\data\tilesets\tertilesc1hw\tertilesc1hw-32
...
And I am referring to the files like that:
Invalid cliffs in flame 1.29 Must be placed manually?
Invalid cliffs in flame 1.29 Must be placed manually?
- Attachments
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- LTM_2pve_v1.zip
- (54.08 KiB) Downloaded 253 times
Last edited by smallfly on 23 Dec 2013, 17:36, edited 3 times in total.
Re: Vehicles drive over cliffs. Why?
Perhaps someone just provides a map with a working cliff, I can open in flame (?)
Re: Invalid cliffs in flame 1.29 Must be placed manually?
One of the platinum questions of the new FlaME users.
Before 3.1.x, you could not paint cliffs over grass. You simply did not have transition tiles for that.
FlaME does not support the new terrain renderer of 3.1, and it's no longer WYSIWYG.
The only way is fill the map with gravel or snow and use cliff brush, and then fill the rest with grass.
Painting maps that use features of 3.1 terrain renderer is possible, but even map format was not yet tweaked to unleash them completely. See also http://developer.wz2100.net/wiki/MappingTips (which were mostly written before 3.1, but include some tips on 3.1-style painting).
Before 3.1.x, you could not paint cliffs over grass. You simply did not have transition tiles for that.
FlaME does not support the new terrain renderer of 3.1, and it's no longer WYSIWYG.
The only way is fill the map with gravel or snow and use cliff brush, and then fill the rest with grass.
Painting maps that use features of 3.1 terrain renderer is possible, but even map format was not yet tweaked to unleash them completely. See also http://developer.wz2100.net/wiki/MappingTips (which were mostly written before 3.1, but include some tips on 3.1-style painting).
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Re: Invalid cliffs in flame 1.29 Must be placed manually?
Thank you very much for your fast and helpful answer The solution works fine.NoQ wrote:The only way is fill the map with gravel or snow and use cliff brush, and then fill the rest with grass.
(I noticed that there are some cliff issues discussed, but I thought its only about the graphical representation. The main problem I had was that the cliff (visible or not) did not act like a cliff. But I see now. Graphical cliff representation and cliff function (blocking units) seems to be related.)
//edit: for those who follow this solution. keep in mind, when after filling the map with snow (or gravel) and after using the cliff brush, you have have to switch off "make invalid tiles" before filling with the final texture (i.e. grass)! //edit2: the result is the following "2 players vs. 6 AIs" map (fmap und wz format included). thanks again for the help!
- Attachments
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- 8c-LTMv5.zip
- (147.63 KiB) Downloaded 221 times
Re: Invalid cliffs in flame 1.29 Must be placed manually?
Or use the "stop before cliff" option. Or "stop after cliff" if you're filling some closed areas with snow, then it'll use gravelcliff-snowcliff transition cliff tiles.after using the cliff brush, you have have to switch off "make invalid tiles" before filling with the final texture
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