While pasting terrain, you can use ctrl / & ctrl * (on your numpad) to turn aswell. Same goes for doodads :-)
Page up&down on doodads too raise/lower them aswell !
How do you turn off waves in the "Edit Water" menu? I'm not sure if they are actually waves, just the things that are emitted from cliffs/edges.
You have to use the Data Editor to turn off the waves.
Under the Water section, there are two entries called "Beach Shoreline" and "Cliff Shoreline", for where the water touches cliffs and soft beaches, respectively. Set those to "None" and the waves disappear.
Discovered this while trying to make the foliage generator spawn only grass, might be useful for other people:
To change the doodads spawned by the foliage generator, go into the data editor, open the "Terrain Textures" tab, find the textures you're working with and change the "Doodads+" field. You can also change the placement radius and the probability of a certain doodad being spawned by the generator in this field.
Hello. I have a question about doodads "Height:" value.
Should I set height for all doodads to 0 unless I want to use any other value? I mean for example in a bumpy terrain (=noise tool)
So is value 0 the value considering random height or is it 0 up or down from base level?
Sorry, hard to explain =)
In short: Should I use height 0 for most doodads?
Also is there any better way to do small hills all around the map than big brush noise tool? I tried "Add random height" from Data menu but is doesn't work the way I want to.
Height 0 is where the surface terrain are. So nomatter what noise/height/cliff tool you use, if you place a doodad anywere, the terrain surface will be height zero.
As for making good hills try taking a look at this video.
Updated the FAQ. Added the questions "How do I fix the bug where my terrain textures look all messed up next to cliffs" and "How do I fix the bug where my minimap goes black?". Also applied some minor grammar/spelling changes.
Need to mention to have post processing set to ultra in preferences, and also shader set to high, medium shader seems to only blur based on the distance from the camera rather than to blur based on distance from the focus. You can use shift+alt+c to modify the editor camera to mess with settings if you just want to take a screenshot in the editor.
For a really cool basic tabletop effect you can start with these settings:
Distance 52
Depth of Field - Depth 52
Depth of Field - Falloff Start 0.0003
Depth of Field - Falloff End .177
Messing with falloff start and end will make the blur interpolate better and also determine the focus.
hey, ive got this problem where editor doesnt allow me to place buildings, units, doodads on any cliffs (On base level i can). It doesnt even show whatever i want to place on these cliffs when i hover the units over them. Placing just plants a unit that wont be seen. I'm lost, looked all over :p
By 'on any cliffs' you also mean on cliff height 1 and 2? Not just cliff height -1, below the base level? Since that problem is fixed by holding shift while placing a doodad/units to automatically turn the pathing off.
I fear that my problem is a bit more complicated. This applies only to cliff heights 1 and 2. The shift-placement you mentioned allows me to place anything practically anywhere at base and below base level, however, i should always have a hologram of the unit i want to place (even if its tinted red because of pathing problems). When i hover the cursor over cliffs lvl 1 and 2, the hologram of whatever unit i have selected dissapears. To make a long story short, i opened up the test document to see how the cliffs would react in-game. They appeared normal until i tried to get a unit to higher grounds. I sent some marines via a ramp only to see them vanish and never return. I then sent some reapers to hop their way up, but they also fell into this bermuda triangle.. Some of the reapers, however, were able to make their way back from Narnia only to appear on base level as if they were flying (at plane height). The battlecruiser was the only one able to fly over this death trap. I noticed that he didnt change altitude when he flew over the first cliff. Normally they should fly higher in such situations. In my case, the battlecruiser appeared to be driving rather than flying when he hit lvl 2... Opening an existing map allows me to do everything normally, this only happens when i try to make a map from scratch :p
i found the problem :p my base height was set to 100 for some reason which explains why i couldnt climb any higher... *facepalm* thx for the help anyways ;)
Did an organizational update of the FAQ. There are now five different chapters to make browsing a little bit easier. Additionally, I added a little note under the terrain objects question that one needs to use campaign dependencies in order to use them, and I added the question "How do I increase my map's size?".
If you would like to put additions to the FAQ, you could also come around subjects such as Generate Lighting Map, Generate Terrain Foliage, how to create custom Texture Sets, how to create custom doodads (for example using a model from the unit tab) and how to symmetrically duplicating terrain or doodads. A list of hotkeys to the most commonly used terrain/doodad actions could also be useful.
Some of that is already in there, either completely or partially. Lighting Map, Terrain Foliage and custom doodads would be a nice new addition. Will see if I can do something with that.
I have a problem to add skybox. I did everything as told in this FAQ but my skybox won't show up. Instead when I scale it (CTRL + mouse wheeling long time) it hides old skybox and shows only black skybox. I have saved and reopened the map, generated lighting field again. I don't know why it doesn't update the skybox. Is it possible that I have something wrong with editor settings? When I create new map, Braxis Alpha for example skybox shows up but I still can't change it by editing data.
- -
Solution:
I solved by this changing to other tileset from Map - Map textures... menu. Editor doesn't update view correctly always and skybox scaling works badly sometimes. Anyway, learned to change it somehow :)
A mixture of both, really. As for detail - as much as you're willing to put into it. The more the better here, as a rule of thumb.
My next terraining tuesday will tie into this, btw - you might want to tune into that.
@Mozared: Go
While pasting terrain, you can use ctrl / & ctrl * (on your numpad) to turn aswell. Same goes for doodads :-) Page up&down on doodads too raise/lower them aswell !
ahm what i didnt know is, how i can turn the mapview in the editor? atm i can only build from one view :S i think thats a really dumb question :D
How do you turn off waves in the "Edit Water" menu? I'm not sure if they are actually waves, just the things that are emitted from cliffs/edges.
You have to use the Data Editor to turn off the waves.
Under the Water section, there are two entries called "Beach Shoreline" and "Cliff Shoreline", for where the water touches cliffs and soft beaches, respectively. Set those to "None" and the waves disappear.
@Mozared: Go
Discovered this while trying to make the foliage generator spawn only grass, might be useful for other people:
To change the doodads spawned by the foliage generator, go into the data editor, open the "Terrain Textures" tab, find the textures you're working with and change the "Doodads+" field. You can also change the placement radius and the probability of a certain doodad being spawned by the generator in this field.
Hello. I have a question about doodads "Height:" value.
Should I set height for all doodads to 0 unless I want to use any other value? I mean for example in a bumpy terrain (=noise tool)
So is value 0 the value considering random height or is it 0 up or down from base level?
Sorry, hard to explain =)
In short: Should I use height 0 for most doodads?
Also is there any better way to do small hills all around the map than big brush noise tool? I tried "Add random height" from Data menu but is doesn't work the way I want to.
@Terhonator: Go
Height 0 is where the surface terrain are. So nomatter what noise/height/cliff tool you use, if you place a doodad anywere, the terrain surface will be height zero.
As for making good hills try taking a look at this video.
Hello.
I'm using Zerg on my new map and I realized that preplaced Hatcheries and Creep Tumors doesn't cause trees to die. Any way to fix this?
Any new creep works fine. So problem is only with preplaced objects.
- -
EDIT: ... I found some sort of solution by creating Hatcheries and Creep Tumors by triggers.
I messed with Char skybox and that's what I got as a result.
Sorry if that doesn't belong to FAQ thread.
Note: In "After" picture height is modified also.
Updated the FAQ. Added the questions "How do I fix the bug where my terrain textures look all messed up next to cliffs" and "How do I fix the bug where my minimap goes black?". Also applied some minor grammar/spelling changes.
Depth of Field.
Need to mention to have post processing set to ultra in preferences, and also shader set to high, medium shader seems to only blur based on the distance from the camera rather than to blur based on distance from the focus. You can use shift+alt+c to modify the editor camera to mess with settings if you just want to take a screenshot in the editor.
For a really cool basic tabletop effect you can start with these settings:
Messing with falloff start and end will make the blur interpolate better and also determine the focus.
hey, ive got this problem where editor doesnt allow me to place buildings, units, doodads on any cliffs (On base level i can). It doesnt even show whatever i want to place on these cliffs when i hover the units over them. Placing just plants a unit that wont be seen. I'm lost, looked all over :p
@Navotex: Go
By 'on any cliffs' you also mean on cliff height 1 and 2? Not just cliff height -1, below the base level? Since that problem is fixed by holding shift while placing a doodad/units to automatically turn the pathing off.
@Mozared: Go
I fear that my problem is a bit more complicated. This applies only to cliff heights 1 and 2. The shift-placement you mentioned allows me to place anything practically anywhere at base and below base level, however, i should always have a hologram of the unit i want to place (even if its tinted red because of pathing problems). When i hover the cursor over cliffs lvl 1 and 2, the hologram of whatever unit i have selected dissapears. To make a long story short, i opened up the test document to see how the cliffs would react in-game. They appeared normal until i tried to get a unit to higher grounds. I sent some marines via a ramp only to see them vanish and never return. I then sent some reapers to hop their way up, but they also fell into this bermuda triangle.. Some of the reapers, however, were able to make their way back from Narnia only to appear on base level as if they were flying (at plane height). The battlecruiser was the only one able to fly over this death trap. I noticed that he didnt change altitude when he flew over the first cliff. Normally they should fly higher in such situations. In my case, the battlecruiser appeared to be driving rather than flying when he hit lvl 2... Opening an existing map allows me to do everything normally, this only happens when i try to make a map from scratch :p
@Navotex: Go
i found the problem :p my base height was set to 100 for some reason which explains why i couldnt climb any higher... *facepalm* thx for the help anyways ;)
Did an organizational update of the FAQ. There are now five different chapters to make browsing a little bit easier. Additionally, I added a little note under the terrain objects question that one needs to use campaign dependencies in order to use them, and I added the question "How do I increase my map's size?".
If you would like to put additions to the FAQ, you could also come around subjects such as Generate Lighting Map, Generate Terrain Foliage, how to create custom Texture Sets, how to create custom doodads (for example using a model from the unit tab) and how to symmetrically duplicating terrain or doodads. A list of hotkeys to the most commonly used terrain/doodad actions could also be useful.
@ScorpSCII: Go
Some of that is already in there, either completely or partially. Lighting Map, Terrain Foliage and custom doodads would be a nice new addition. Will see if I can do something with that.
Original problem:
I have a problem to add skybox. I did everything as told in this FAQ but my skybox won't show up. Instead when I scale it (CTRL + mouse wheeling long time) it hides old skybox and shows only black skybox. I have saved and reopened the map, generated lighting field again. I don't know why it doesn't update the skybox. Is it possible that I have something wrong with editor settings? When I create new map, Braxis Alpha for example skybox shows up but I still can't change it by editing data.
- -
Solution:
I solved by this changing to other tileset from Map - Map textures... menu. Editor doesn't update view correctly always and skybox scaling works badly sometimes. Anyway, learned to change it somehow :)