Page 3 of 6
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 14:38
by Rudd
if you follow this tut - you can go quite a while
its adding new kinds of UG that really piss the editor off, or when it recalculate memory usage
https://www.realitymod.com/forum/f189-m ... rowth.html
just be patient with the editor, if you say, add a new geometry, give it about 15 seconds once its done to calm down and you'll get less crashes
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:25
by =]H[= JakCurse
Yeah, I've noticed that I crash a hell of a lot less if I only work with one type at a time. Making some headway now ^^ Are buildings and such done in the level editor?
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:31
by Rudd
yep, level editor is for statics, gameplayobjects (do that near the end mate), ambient objects (sounds, birds etc) etc.
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:37
by =]H[= JakCurse
Yeah, roads is going to be a fun part

How much undergrowth is appropriate, I mean, I don't really want ANY undergrowth higher up on my hills, if I were to just place rocks up there and nothing else, would that be alright?
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:43
by Rudd
it would probably be fine, though the method that myself and others use is this
https://www.realitymod.com/forum/f189-m ... nment.html
this has the advantage of matching detailmaps to undergrowth, and undergrowth to overgrowth
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:48
by =]H[= JakCurse
gnyaaaah, complexity!
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:52
by Rudd
its really simple
get your terrain basically how its gonna be
run bf2_tpaint so generate your detailtextures and colourtextures
terrain editor
set your ground textures, steep, high, low
go to undergrowth
import detailmaps
then exit the editor
copy the undergrowth.raw to the overgrowth folder, delete overgrowth.raw, rename undergrowth.raw to overgrowth.raw
reload map in the editor, and presto, you have the basis for your maps overgrowth and overgrowth, and it all matches your terrain's features

Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 15:54
by =]H[= JakCurse
Hrm. I'll look into it! I'm noticing that whenever there's terrain in between me and the undergrowths, I see a high brightness version of it THROUGH the terrain, is this normal?
I also can't seem to place two types of undergrowth in the same place :S
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 17:31
by AFsoccer
'= wrote:H[= JakCurse;1392201']Hrm. I'll look into it! I'm noticing that whenever there's terrain in between me and the undergrowths, I see a high brightness version of it THROUGH the terrain, is this normal?
Yeah, that's normal in Editor and it will be fine in-game. Although its a trade-off, the way to get rid of it looking like that in Editor is to switch from high texture to regular texture viewing (go to render -> texture mode instead of render -> detail texture mode).
I also can't seem to place two types of undergrowth in the same place :S
You can't place two types of UG or OG on the same square, but there are two solutions:
1. Click on render -> undergrowth mode so you can see the squared off undergrowth colors and then paint interconnecting squares where you want the two types to merge.
2. Create a new UG type that has a mixture of the two types you're trying to merge, then use that new UG for the transition areas.
This goes for OG too.
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 18:39
by =]H[= JakCurse
Thanks!
When generating an overgrowth atlas;
Ignored Warning[Overgrowth] : Overgrowth atlas generation failed
Ignored Warning[TextureAtlas] : Couldn't open TAI file "levels\kurramv01\overgrowth\OvergrowthAtlas.tai"
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 18:45
by Rudd
have you moved your map to a new folder or something?
OvergrowthAtlas.t ai"
whats with this space?
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 18:47
by Rudd
go have a look at you overgrowth folder, might be that something has gone wrong in there
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-17 22:48
by =]H[= JakCurse
the space wasn't there in the actual warning, I noticed when I posted it. Hitting a brick wall here, I Can't place ANY overgrowth at all D:
In my levels/kurramvo1/editor/tmp folder i've got;
Overgrowh.con
Overgrowth.raw
OvergrowthCollision.con
OvergrowthShadowmap.raw
Undergrowth.cfg
Undergrowth.dat
Undergrowth.raw
UndergrowthAtlas.tai
UndergrowthAtlas0.dds
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 12:49
by =]H[= JakCurse
Sorted, via sheer luck, overgrowth is well underway. I've been playing with statics but I can't seem to find any buildings, where are they located?

Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 13:46
by Amok@ndy
objects/staticobjets ? thats why the folder is called like that
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 13:48
by =]H[= JakCurse
objects/staticobjects/pr/mapping_tools/reminder/reminer1(file)
that's the only path that's there...?
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 14:05
by Rudd
AHhhhhH! I see whats happened! I've PMed you the solution, looks like your objects haven't unzipped properly
go to pr_edit/objects/unzip all those files to the objects folder, and then reload the editor
and btw I really like that screenshot
however I recommend using bf2 tpaint/a program like geocontrol at this point so that your terrain is textured acording to its characteristics, this is a nice canvas for you to start working on.
but I think you're off to a good start
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 16:48
by Rissien
Good ol' reliable Rudd
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 20:08
by =]H[= JakCurse
I love him. He's a beauty, isn't he? With regards to my texture, so far I'd say it looks peachy, that's really not a good screen to demonstrate how it looks, I just wanted to mock up that ref pic
Also, still can't place any statics (it's one hurdle after another, eh? ^^)
Re: [Map] Kurram (2km) [WIP]
Posted: 2010-07-18 21:06
by Amok@ndy
you are in the LevelEditor? not in the Terraineditor?