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Author Topic: OF Worldbuilder Questions  (Read 15334 times)
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« on: October 04, 2007, 06:16:39 pm »

I figured there are probably a wealth of questions about the new stuff in Worldbuilder, so I thought a little Q and A would be a good thing.

I thought we might start transitioning them over to the WB FAQ if we get some quality stuff.

I'll go first:

Could someone explain the new weather system to me? On the Tulip Fields I have added multiple transitions from Midday, to Evening, to Overnight, with distinct lighting for each. However the evening is supposed to fade into an overnight storm front, not just clouds and the dark. I have managed to get lightning in (flashes, the bolts are not visible, something else I would like explained) and the accompanying sound for the rain. All that is missing is the actual water falling from the sky. How do I go about that?

Second, it was suggested that I go back over the Tulip Fields and add in actual fields of flowers. I know I have seen them before, but I can't remember where. I believe it was the grass editor, any thoughts?
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #1 on: October 04, 2007, 09:19:28 pm »

Rain lags me.  Please don't put it in.  *hopes*
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acker Offline
EIR Veteran
Posts: 2053


« Reply #2 on: October 04, 2007, 10:40:29 pm »

I hate rain. It turns the game into a slide-show.  Cry
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Unkn0wn Offline
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Posts: 18377


« Reply #3 on: October 05, 2007, 03:56:39 am »

Turn rain off in the graphic menu.
(It doesn't actually remove the rain but throws it on low quality, should do)

It's good to have an alternate weather option on some maps, makes it more interesting tbh Smiley.
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Compact Flash Offline
EIR Veteran
Posts: 757


« Reply #4 on: October 05, 2007, 06:15:36 am »

OF makes me lag loads anyway, but I do love the rain...
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Unkn0wn Offline
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Posts: 18377


« Reply #5 on: October 05, 2007, 08:09:01 am »

I'm getting extra RAM soon, should solve a lot of my problems.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #6 on: October 05, 2007, 08:51:02 am »

So we add it how? Huh
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Unkn0wn Offline
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« Reply #7 on: October 05, 2007, 09:00:57 am »

No idea, I have yet to start on my new map. Will do that next week.

Quote
Second, it was suggested that I go back over the Tulip Fields and add in actual fields of flowers. I know I have seen them before, but I can't remember where. I believe it was the grass editor, any thoughts?

Should open the Relic maps that feature them.
Use corsix and extract the Holland SP maps, then open in WB Smiley.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #8 on: October 05, 2007, 11:57:04 am »

Ok I now have weather on my map. I think I am going to write a quick tutorial on how to implement it as it appears its not common knowledge. Might not be a bad thing for the FAQ
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #9 on: October 05, 2007, 12:09:45 pm »

Go right ahead.  If you post it here I can add it to the FAQ thread.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #10 on: October 17, 2007, 08:38:16 am »

Ok I have another one.

How do the different AI markers work in WB? I want to make my map a little more attractive to skirmish on, but at the moment the AI is straight up retarded. Granted it isn't fantastic in vOF maps, but it is noticeably better.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #11 on: October 23, 2007, 02:51:26 pm »

Ok a few more for the gurus.

First, how would one go about adding waves to their map?

Second, what is the consensus on weather, worth the system resources?

Edit: Also when placing walls, such as a retaining wall (or in my case sea wall) how do you bring the ground behind it flush with the wall?

(let me know if that last one isn't clear I can probably explain it better)
« Last Edit: October 23, 2007, 04:02:53 pm by Wraith547 » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #12 on: October 23, 2007, 10:49:09 pm »

You would probably want to use the spline system and have it change the height to match the are behind the wall, it will make a smooth increase or decrease in height.
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Compact Flash Offline
EIR Veteran
Posts: 757


« Reply #13 on: October 24, 2007, 03:11:25 am »

How do you put trenches in the WB. Not Brit trenches, ones like on Rails and Metal.
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #14 on: October 24, 2007, 08:22:29 am »

First, how would one go about adding waves to their map?

To add waves, go to the end of the terrain properties menu where is says water reflection.  You make waves by choosing options under the "Normal Map" pull down box.  Choose a wave type you like and then set the wave height with the "bumpiness" value.  The "Water Colour" box is tricky, because it includes windmaps that were tailored for specific missions, therefore, the waves my do strange things.  Play around with the settings to get a wave type you like.


Second, what is the consensus on weather, worth the system resources?

Edit: Also when placing walls, such as a retaining wall (or in my case sea wall) how do you bring the ground behind it flush with the wall?

Weather is questionable.  It wrecks my system.  I can run regular game at 1280x1024 with medium details, but weather turns it into a slideshow.  I may turn up weather if/when I get a new video card, but I think the value is questionable.  However, the time of day and lighting shifts are pretty cool and can add a nice ambiance to the map.

For the wall placement, it can be a little tricky.  Check out this tutorial on the relicwiki: http://wiki.relicrank.com/index.php?title=Drawing_plateaus

How do you put trenches in the WB. Not Brit trenches, ones like on Rails and Metal.

Trenches are tricky and time consuming (I spent a good couple hours putting in the trench system for Ardenne Valley.  Essentially what you want to do is start with a deform spline or make a spline of trench floor texture and apply a deformation to it.  Lower it down to the desired depth of the trench.  I find it helps to place a soldier in the trench for reference while you are adjusting the height.

Next, place a spine of trench walls (there are several options from sandbags to concrete) so that the wall covers up the jagged edge of the ground.  You will want to set the height of this spline manually so it is uniform.  (i.e. do not snap to terrain).

Finally, select the deform spline, hit space to show the CVs and select the CV at each end and raise the height to be flush with the ground so that you have a ramp going down.

If you have any questions, I'll try to clarify better.  I'm at work so I can't give you screenshots.  But I believe there is a tutorial on this either on the gamereplays.org map forums or on the relicnews mapping forum.
« Last Edit: October 24, 2007, 08:27:53 am by Kolath » Logged
Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #15 on: October 24, 2007, 06:07:36 pm »

Ya I actually have a question on setting the height of the trench walls manually. I don't see an option to set what height I want it at.

In this case I was working at a height of 17, with the terrain deform set down to 15. Setting the trench wall to not snap to terrain dropped it down out of sight to 10.

Actually looking at it I don't see a snap to terrain option either Huh
« Last Edit: October 24, 2007, 06:16:16 pm by Wraith547 » Logged
Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #16 on: October 24, 2007, 06:34:10 pm »

Manually adjust the height of the deform spline, by selecting it and then holding shift while you drag it up or down.  Same goes for the wall spline.  It will drop out of sight when you set it on adjustable, you just hold shift and drag it back up to where you want it.

Let me know if that is unclear.
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #17 on: October 24, 2007, 06:42:53 pm »

Holding shift only seems to rotate the spline

sorry for being slow about all of this Undecided
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #18 on: October 24, 2007, 06:49:46 pm »

Ah, well your problem is that you tried what I said to do!  Wink

You hold "H" to adjust height, not shift.

My bad!
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Wraith547 Offline
15th Panzer Division
EIR Veteran
Posts: 593


« Reply #19 on: October 24, 2007, 07:01:25 pm »

Hmm when I set the spline to adjustable and it is below the terrain, when I try to  raise it up it is raising the terrain above it instead of just the spline itself....HuhHuh

This stuff is driving me nuts Huh

Edit: and now it magically works..... Thanks for the help I am sure I will need more Cheesy
« Last Edit: October 24, 2007, 07:03:40 pm by Wraith547 » Logged
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