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Author Topic: Worldbuilder Question Centre  (Read 86718 times)
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MasonDonn Offline
EIR Veteran
Posts: 222


« Reply #200 on: October 01, 2008, 04:08:32 pm »

MasonDonn, that is indeed a screwed up error!  Try checking the box that says "Update LOD" and try unchecking "Render Grid"



Where might those be?  Tongue
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Kolath Offline
Commander, 2nd Infantry Division
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Posts: 2382



« Reply #201 on: October 01, 2008, 07:13:45 pm »

Where might those be?  Tongue

At the bottom of the heightmap toolbar.  Right above the "sample" and "toggle wireframe" buttons
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thaelmann Offline
Donator
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Posts: 177


« Reply #202 on: June 22, 2009, 01:28:36 pm »

in order to make a map work for EIR, do i only have to create a starting point and a map entry point for each player or has there to be the HQ object as well?
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HeartBreakOne88 Offline
EIR Veteran
Posts: 83


« Reply #203 on: June 22, 2009, 02:27:49 pm »

http://www.youtube.com/watch?v=Gb7wjLqA_o8

check some of this guys videos.....he has 2-3 of them tha will give you some idea what 2 do
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thaelmann Offline
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Posts: 177


« Reply #204 on: June 22, 2009, 02:45:05 pm »

been there, done that. still:

in order to make a map work for EIR, do i only have to create a starting point and a map entry point for each player or has there to be the HQ object as well?
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #205 on: June 22, 2009, 02:50:24 pm »

Pretty sure you have to place HQ objects at the Map retreat points, that way units actually retreat there and go off field. Make sure they are in the playable area, too close to the edge and you can't save
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LeoPhone Offline
Honoured Member
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« Reply #206 on: June 22, 2009, 04:19:49 pm »

starting point = HQ -.-
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Unkn0wn Offline
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Posts: 18377


« Reply #207 on: June 22, 2009, 04:57:33 pm »

You need both a starting position and a map entry point.
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skaffa Offline
Honoured Member
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Posts: 3130


The very best player of one of the four factions.

« Reply #208 on: March 05, 2010, 10:47:34 am »

Is there a easy simple way to divide your map into territory sectors that are symmetric and same size ? Or is doing it with the Voronoi  tool and editing afterwards the only option ?
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Unkn0wn Offline
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Posts: 18377


« Reply #209 on: March 05, 2010, 11:25:43 am »

Yea, there's no other way other than doing it manually.
You can adjust the size of your sector brush though so in all it shouldn't be that much work.
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skaffa Offline
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« Reply #210 on: March 05, 2010, 11:38:59 am »

ok

I have another question.

Most of my map is grassy, I noticed that when driving over it with HT's/vehicles that they were really slow, mud behind the tracks coming up.

How can I make it better so that they go somewhat normal speed. (roads are fine)

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Unkn0wn Offline
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Posts: 18377


« Reply #211 on: March 05, 2010, 11:51:06 am »

High Grass texture is the only one that slows down vehicles. If you don't want this then you should use another texture. (You can use another texture + actual grass types) Alternatively you can make some muddy paths in your grassy field with normal movement speed.
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skaffa Offline
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« Reply #212 on: March 05, 2010, 12:07:06 pm »

Hmmm im using GRASS_MIXED_01, does that have high grass in it ?
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Unkn0wn Offline
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« Reply #213 on: March 05, 2010, 12:09:59 pm »

Nope, there's a particular 'high grass' texture that I was referring to.
Perhaps heightmapping is slowing down vehicles? Or perhaps you have water under the grass? How slow are we talking about? It's normal that vehicles move slower when not on roads and even slower when in water/high grass.
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skaffa Offline
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The very best player of one of the four factions.

« Reply #214 on: March 05, 2010, 12:22:20 pm »

Im gonna test it some more and compare it to other maps with similar textures.

There should be no water below it, I hope. Dunno how to see this actually.

The speed is not really slow as when they drive thru water, but I feel it is slower than what Im used to on other maps, combined with the mud in the wheels I feel its a bit slower than it should be.

Ill post again later.

edit: Its the same on McG's War, so nothing wrong I guess, I might consider adding a few more small roads for better vehicle movement.

Last thing I have to do is make the sectors and then its done and Ill post Beta version so, hopefully, people will try it out.
« Last Edit: March 05, 2010, 12:42:26 pm by skaffa » Logged
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #215 on: March 05, 2010, 01:48:49 pm »

go to overlay -> terrain cover. then you can see the roads are red, water blue etc.
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scoopdjm Offline
EIR Regular
Posts: 27


« Reply #216 on: July 25, 2010, 05:42:53 pm »

is there somewhere where i kind find the latest release notes for the world builder?

i'm having a whole slew of problems: i can't save properly, wb auto-loads eir as mod, and the territories are fudgin' out.

please help
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Jokee Offline
EIR Veteran
Posts: 61


« Reply #217 on: May 04, 2011, 11:23:50 pm »

maybe it was here somewhere before (sorry..didnt want to read though 15 pages of stuff) but do I need to save my map with the final name I want it to be right of the back or can I just use some random name and then name and then name it right at later date?
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #218 on: May 05, 2011, 05:17:37 am »

you can rename the sgb and all the other files but this won't do much.

sga can be renamed this is useful sometimes for betamap testing.

the name of the map in game can be changed while the map is still unpacked. open mapname.info with notepad and change the name.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #219 on: April 17, 2012, 04:28:34 pm »

Since it's not possible to modify the size of a map, how do I copy all the stuff from one map to another map?
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