So, so, so, after many months of researching, tough testing and unbelievable efforts, I've finally done a terrain editor that is really solid! There's no comparaisons with the older one and you'll be very happy with its performance, smoothness and versatility. I'll do as I do usually, like a FAQ thread. Let's get started!
1. How it works?
Very easy. As you can see in the trigger module, there's only 1 function, so you can do everything you want! To help visualize its possibilities, I added few picture at the end.
2. Can you explain in depth the concept of the generator?
I'll not go into details, because it's a bit long to explain, but mainly the generator use the trigonometric circle. I can already hear you scream, but calm down, that's not very complicated once you read the script. first, it creates a circle of radius 1 and it verify some points on the edge of that circle. Once the circumference is done, it starts another row with a larger radius and it goes like that until the limit is reach (limit that you had fix at the beginning). I must say too that even if the map is under the fog of war, all the actor will be displayed on the map (to avoid different terrain aspect for different players).
3. Ok, good, but is there any weaknesses?
There's nothing perfect, you know. The reason why it generates fast is because all the actors created are destroyed like 0.5 seconds after. So if your map is under the fog of war, like a normal melee map, there's no problems, but if your map is under the black mask, your actors will not update the terrain, so you will still see a dead flat terrain. Remember that actors are simply not sync,so don't forget the get the map explored. And about the function's limit itself, if you stay a bit logic in your parameters, you will have no problems with it (take a look at my examples, you can also all activate them at the same time).
4. Can you tell me why the command does not affect the terrain but the supply depot yes?
I simply deleted some events in the actor tab of the command center to avoid it to destroy the terrain deformation. Keep in mind that's just an illusion: If you check the height of every point in the map with the built-in function, you see only one answer : 0. This is why I have a big big variable ; It stores the height of every point in the map to help the smoothness of it. Even with the terrain's tools the buildings can redeform the heights.
5. I can see there's a creep generator, what is that?
Ahhh, that's a little bonus for you! In my map, I changed the creep's texture to rock, so I can have a 'dynamic' texture that will spawn randomly every start. Very useful to add more realism to a terrain.
6. Will you add things to your map soon?
Hmmm yes, but not for tomorrow. I'll plan to create a cliff, foliage and buildings generator, like abandonned base or things like that. I also planned to add more flexibility to the generator, like oval shaped mountains, or a mountain with different heights depending on the angle of it.
I would like to say a special thanks to IliIilI for his map populous, which was the first with a kind of generator. If somebody also have ideas to improve mine, they are always welcome!
Btw, check screens of the terrain my generator creates. it was an attempt to create a randomly generated melee maps source, but then I was disappointed by the imperfectness of the terrain modifiers and stopped improving it.
Well, very interesting. How have you done the rock texture, is it by trigger? The next step for me is to add cliff edge texture, blocker and sight range units to create a real cliff. Do you think you could send me your map example?
I am also working on a populous map. (The Beginning up on NA and EU)
I have the units and spells and ui set but I am stuck using "regular" maps with normal terrain / cliffs. Does anyone know of a way to have units pathing AI avoid water, but still able to be knocked into the water by my spells force effects?
I was thinking perhaps the only way is to have a custom unit that has a 1x1 footprint and use a trigger to "fill" any under-water squares on the map with it. This could be updated as the terrain is deformed. You would need a way for the units to recognize the footprint and avoid walking over it, but still able to move over it. Perhaps using come collision trick like having the unit be a forcefield and then unchecking the forcefield collision box on the unit.