Editworld questions.
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alienkid10
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Re: Editworld questions.
Last question for today. For things like a big raised table for Cyborgs to land there via transport and actually appear there when coming out does everything need a way to get there?
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Mysteryem
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Re: Editworld questions.
First off there will need to be at least a 3x3 area for them to land in and in 2.1.3 there must be a way of ground units getting to that area, but in 2.2beta and trunk ground units don't need to be able to get there for you to be able to land your cyborgs.alienkid10 wrote:Last question for today. For things like a big raised table for Cyborgs to land there via transport and actually appear there when coming out does everything need a way to get there?
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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alienkid10
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Re: Editworld questions.
dang it! I so wanted to beable to make a map where flying in cyborgs to setup outposts out of reach of ground units was necessary! Oh well gotta wait for 2.2.
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whippersnapper
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Re: Editworld questions.
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To that let me add - if you make your elevated landing pad at least 5 tiles wide you'll be able
to off-load your Borgs right on that elevation (cliff-face contained, to be precise.)
If your landing zone is just 3 tiles wide and contained by cliff face your Borgs will off-load
at sea level and not on the elevation like the screen cap below (your map - simply contained
the landing zone with cliff-face)....... if there is no cliff-face then the landing zone it effectively
is NOT contained and the Borgs will off load on 3 tile wide ridge (like 2nd cap below)... but then
units will get stuck trying to climb that almost 90 degree incline.. which is why you gotta cliff-face
it and make it impassable..
regards, whipper.
To that let me add - if you make your elevated landing pad at least 5 tiles wide you'll be able
to off-load your Borgs right on that elevation (cliff-face contained, to be precise.)
If your landing zone is just 3 tiles wide and contained by cliff face your Borgs will off-load
at sea level and not on the elevation like the screen cap below (your map - simply contained
the landing zone with cliff-face)....... if there is no cliff-face then the landing zone it effectively
is NOT contained and the Borgs will off load on 3 tile wide ridge (like 2nd cap below)... but then
units will get stuck trying to climb that almost 90 degree incline.. which is why you gotta cliff-face
it and make it impassable..
regards, whipper.
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Last edited by whippersnapper on 01 May 2009, 00:25, edited 2 times in total.
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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lav_coyote25
- Professional

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- Joined: 08 Aug 2006, 23:18
Re: Editworld questions.
also keeping in mind that if your on an edge trying to do this you have to allow at LEAST 4 tiles away from the edge. see the tutorial for the graphic. oil resources will not be available if put in this zone, as well as walls and gateways will give errors and then crash if in this zone.

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whippersnapper
- Regular

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- Joined: 21 Feb 2007, 15:46
Re: Editworld questions.
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K... just to make sure HOW to do what you want alienkid10 I made the changes to your .LND file, compiled,
ran in-game and took a screen cap below..
First... I expanded your ridge-landing zone from 3 to 5 tiles wide....
Next..... I completely isolated or contained with cliff-face tile.
Last .... I painted a 5 tile wide Gateway (from cliff to cliff anchored) as indicated in screen below.
Presto... Troop transport can land on isolated elevation - can ONLY be reached by air - and
Cyborgs deploy on same elevation instead of sea-level.... If you do not paint that Gateway then
they will off load at sea-level or the other side of your cliff-face containment.
regards, whipper
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K... just to make sure HOW to do what you want alienkid10 I made the changes to your .LND file, compiled,
ran in-game and took a screen cap below..
First... I expanded your ridge-landing zone from 3 to 5 tiles wide....
Next..... I completely isolated or contained with cliff-face tile.
Last .... I painted a 5 tile wide Gateway (from cliff to cliff anchored) as indicated in screen below.
Presto... Troop transport can land on isolated elevation - can ONLY be reached by air - and
Cyborgs deploy on same elevation instead of sea-level.... If you do not paint that Gateway then
they will off load at sea-level or the other side of your cliff-face containment.
regards, whipper
.
You do not have the required permissions to view the files attached to this post.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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alienkid10
- Trained

- Posts: 71
- Joined: 07 Apr 2009, 22:38
Re: Editworld questions.
Why cool thanks.
So this is possible in 2.1.3?(or were you using trunk/beta? :-S ) I'll get back to making my map, I just found that the hardes6 part will be painting the map.
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lav_coyote25
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Re: Editworld questions.
alienkid10 wrote: I just found that the hardes6 part will be painting the map.
painting it is the easiest part - placing particular things and stuff on the map to correspond with your idea - thats the interesting part...
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alienkid10
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- Joined: 07 Apr 2009, 22:38
Re: Editworld questions.
making the map look not very repetitive will be hard. Any tips?
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lav_coyote25
- Professional

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- Joined: 08 Aug 2006, 23:18
Re: Editworld questions.
you could start by using a cutom height map - and using 1 to 5 on the scale.... 5 is the highest. keeping in mind white is high land and black is the lowest. if you see interesting sites along your web travels ( google maps)... or some such thing - you can take a screen shot and then manipulate that into your gray scale height map.... paint.net is good as well as the gimp and others. the more time you spend on small details the better your final outcome. also read the tutorials... there is some excellent insights from RBL 4NiC8Tor (sp?...havent spelled it in a long time.). 
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whippersnapper
- Regular

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- Joined: 21 Feb 2007, 15:46
Re: Editworld questions.
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Let me add one more little tip to Lav's good advice on vertice fine detailing your height map...
After you get it as good as you can in whatever proggy you like (Photoshop, Paint, Truespace, Gimp, etc..) and
before you start working it in 32EW.... grab yourself a copy of the Quake3 editor called "EasyGen" (by Francesco <Nemo>
Bancalà - Website: http://www.webalice.it/bancala/files_easygen.htm ) and import your Height Map into it... Oh my the tools you have in
"EasyGen" way outstrip how you have to do vertice manipulating in 32EW to achieve such fine, non-repetitive, detailing to your vertice landscape. You can do it in 32EW but it's much harder, takes much longer, than doing it with the EasyGen tools then exporting your height map for use in 32EW. "EasyGen" is also, IMO, a fun tool to toy around with.
And do look over 4nE's map tutorials as Lav suggested... 4nE was a master map maker, his maps works of art and thoroughly thought-out.
4nE was one of the strongest, winningest, WZ MP players ever as well. His "VTOL Fun Mod" was also the first attempt to re-balance WZ back in the day. In addition, he made major contributions to WZ v.1.12 Mod..
Regards, whipper
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Let me add one more little tip to Lav's good advice on vertice fine detailing your height map...
After you get it as good as you can in whatever proggy you like (Photoshop, Paint, Truespace, Gimp, etc..) and
before you start working it in 32EW.... grab yourself a copy of the Quake3 editor called "EasyGen" (by Francesco <Nemo>
Bancalà - Website: http://www.webalice.it/bancala/files_easygen.htm ) and import your Height Map into it... Oh my the tools you have in
"EasyGen" way outstrip how you have to do vertice manipulating in 32EW to achieve such fine, non-repetitive, detailing to your vertice landscape. You can do it in 32EW but it's much harder, takes much longer, than doing it with the EasyGen tools then exporting your height map for use in 32EW. "EasyGen" is also, IMO, a fun tool to toy around with.
And do look over 4nE's map tutorials as Lav suggested... 4nE was a master map maker, his maps works of art and thoroughly thought-out.
4nE was one of the strongest, winningest, WZ MP players ever as well. His "VTOL Fun Mod" was also the first attempt to re-balance WZ back in the day. In addition, he made major contributions to WZ v.1.12 Mod..
Regards, whipper
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.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Editworld questions.
Mysteryem wrote:Wow! Nice textures. More of grim's?
I stand corrected - these Urban Tertiles are the work of artist Silent Rage a buddy of Grim's. Never completed but if there is an interestwhippersnapper wrote:Yup.... but I didn't get 'em special from Grim. They came with my last dl of 32EW back in 2006. He made 'em for 32EW and I thought everybody had 'em. Hmmm... yea these are different from the ones he made for the WZ2200 map editor (were 256-256) which we've rolled into SOW2200. I'll have to ask him what the scoop is.
Regards, whipper
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he may do so and provide a license.... Weird... cause I'm absolutely positive I got my hands on 'em from downloading 32EW back in 2006.
There was no credits or license doc in that distro... I just double checked.
- Regards, whipper
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"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
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Mysteryem
- Global Moderator

- Posts: 728
- Joined: 22 Sep 2008, 19:44
- Location: UK
Re: Editworld questions.
What are you? Psychic or something?whippersnapper wrote:
I stand corrected - these Urban Tertiles are the work of artist Silent Rage a buddy of Grim's. Never completed but if there is an interest
he may do so and provide a license.... Weird... cause I'm absolutely positive I got my hands on 'em from downloading 32EW back in 2006.
There was no credits or license doc in that distro... I just double checked.
- Regards, whipper
.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Editworld questions.
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Well my initial tip-off was comparing this set to the Urban Tertiles Grim made for WZ 2200 just outta curiosity since I really hadn't thought to look at them side by side before and the styles were very different to my eye.
Then I looked at the work Silent Rage did for WZ 2200 (mostly New Urban Wrecked Building Features) and I could see stylistic
similarities which later Grim confirmed. Grim and Silent Rage communicate regularly on IRC. Grim shares his knowledge and know-how as
a professional artist in the game industry going on 18-19 years and Silent Rage continues to strive to add to his skill mastery as a 3D artist as
he too would like to make a living at it.
regards, whipper
..
Well my initial tip-off was comparing this set to the Urban Tertiles Grim made for WZ 2200 just outta curiosity since I really hadn't thought to look at them side by side before and the styles were very different to my eye.
Then I looked at the work Silent Rage did for WZ 2200 (mostly New Urban Wrecked Building Features) and I could see stylistic
similarities which later Grim confirmed. Grim and Silent Rage communicate regularly on IRC. Grim shares his knowledge and know-how as
a professional artist in the game industry going on 18-19 years and Silent Rage continues to strive to add to his skill mastery as a 3D artist as
he too would like to make a living at it.
regards, whipper
..
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem
"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
-
whippersnapper
- Regular

- Posts: 1183
- Joined: 21 Feb 2007, 15:46
Re: Editworld questions.
Here's an example.whippersnapper wrote:.
Let me add one more little tip to Lav's good advice on vertice fine detailing your height map...
After you get it as good as you can in whatever proggy you like (Photoshop, Paint, Truespace, Gimp, etc..) and
before you start working it in 32EW.... grab yourself a copy of the Quake3 editor called "EasyGen" (by Francesco <Nemo>
Bancalà - Website: http://www.webalice.it/bancala/files_easygen.htm ) and import your Height Map into it... Oh my the tools you have in
"EasyGen" way outstrip how you have to do vertice manipulating in 32EW to achieve such fine, non-repetitive, detailing to your vertice landscape. You can do it in 32EW but it's much harder, takes much longer, than doing it with the EasyGen tools then exporting your height map for use in 32EW. "EasyGen" is also, IMO, a fun tool to toy around with.
.
Snap 1 is my rough height map - still with hard edges that make for an artificial look (done in TrueSpace) imported into EasyGen.
Snap 2 is a 5-SECOND adjustment done in EasyGen .... smoothing the hard edges, making for more natural looking rolling hills....ready for export to be brought into 32EW.... I love it. You might too.
mountain look too like the Himalayas... sky's the limit... If you can imagine it, you can do it in seconds-minutes instead of countless, tedious, hours in 32EW...
Regards, whipper
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