![]() ![]() Repeat the same steps until all your buildings are assigned.įirst: Create a little riverbed. You can add more entities here if you want to remove more than one roof at the same time. Now select the building you want as your "house_01" on the map with one left click of your mouse and press Add to add the building to Items. Scroll with your mouse into the field under Edifices press the right mouse button and add a name like "house_01" for the first house of which you want to remove the roof as soon as a player unit enters that house. " edifice" contains the following:Įdifice-Entries are needed in order to remove the roof of buildings as soon as a player unit enters that building. Max distance: maximum camera distance to the ground. Min distance: minimum camera distance to the ground. But that is something that needs to be scripted and therefore more important for the scripting part. You can add more borders to subdivide the map into several smaller parts. normally if Presets are set to it means that the whole map is visible at once without any division. " clip" contains the following:Ĭheck Show map borders to make the map borderlines visible. Heights at the same level as long as the box is checked.Ĭlip heightmap: automatically set the map borders Number you want and check the box and you'll draw your Keep that in mind if you want to add a river and a sea forįixed height: fix the heights to a certain level. One available all "deeper waters" need to be at the same level. Water altitude: Defines the water altitude, since there is only The slider Slow → Fast: changes how fast Heights orĬheck heightmap: it will add a reticule to the map. Soft → Sharp: changes how sharp-edged your The slider (marked with the second red arrow) Grass: Add different types of grass to your map (Step#9). Terrains: Change the type of terrain (see Step #8). Textures: Draw different textures on the ground (see Step#6). ![]() Polygons: Add or remove polygons to enlarge or reduce the With holding the left mouse button clicked on that area you'llĬreate a hill and with the right mouse button you'll create aĬolors: Change the texture color(Step #9). Heights: If Heights is selected, scroll to a certain area and Use the "+" and "-" keys on your numpad to increase or decrease the size of the circle around your mouse pointer in order to cover wider areas with Heights, Color, Textures etc. Service: contains several service items which are mostly needed during the mission scripting. Particle: (rarely needed during mapmaking) stamp → All kind of stamps (predefined texture pieces).nature → Several rock or ice formations.cut_entity → Entities like craters or trenches.They can also be placed on a map but should better be done within the mission script and not on the map. Inventory: contains the items vehicles or soldiers normally carry in their inventory. Humanskin: Is not needed during mapmaking and can be ignored at this point. ĝifferent effects such as explosions, smoke or fire.village → Different houses and house additions.social → Several different buildings and constructions such as industrial buildings, fortifications (bunkers) and stronghold parts.ruins → Several house parts and ruined walls.railway →Railroads, Elevators and other Rail-themed entities.monastery → Broken stonewalls and parts of an old monastery.model_trash → Damaged models such as tanks or cars (inoperable).entourage → atmospheric decorations which can be very useful as cover and to create a "living" world.dok → Harbour buildings and decorations.decor → Decorations such as fountains and monuments.bridge → Several bridges or bridge parts.africa → Desert themed entities such as houses, fances and decorations.fauna, -human and -vehicle are normally not needed to build a map and therefore can be ignored at this point. Uncheck "Clip camera position" and you'll be able to zoom out of the map as far as you want. ![]() If you are already familiar with theĭifferent menu items you may want to scroll down to Step #5. Now let's take a look at the menu on the left-hand side. ![]()
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