• 0

    posted a message on Water
    @AegisRunestone: from what ive seen the water brush is the square shape by default, but once you lower it to your terrain it will only appear where u want it. here's a screenie i threw together to show how it works, as u can see the box shape is still there (left) but the texture forms with the terrain, the right box shows the water as most ppl experience it before its lowered.
    Posted in: Terrain
  • 0

    posted a message on Weekly Terraining Exercise #5: Under the Mountains!
    not sure if ive done this one right, couldn't work out how to roof enough space to play with, but anyway, here's my pics.
    Posted in: Terrain
  • 0

    posted a message on [Terrain] feedback needed.
    @Anthius: No i haven't done anything like this before, just played the campaign then tried the multi-player, but im fairly noob at competitive play, so gave the editor a try :D Here's the next area, setting is "the local authorities are keeping a small camp of infested at bay while trying to get help to the civilians on the other side of the road". Almost has a fallout feel to i think. Played with lighting settings (omg) dont know enough about it to make any meaningful changes, but here's a screenie anyway.
    Posted in: Terrain
  • 0

    posted a message on [Terrain] feedback needed.
    @Mozared some of the vacant areas in the pics are just parts of the one map i have not touched yet, and some are boundaries should i just raise the terrain there to make a more natural looking boundary, and as i mentioned earlier, i have no idea on lighting at the moment, so help with that would be sweet.
    Posted in: Terrain
  • 0

    posted a message on Any Natural Looking Bridges?
    would it be possible to use the natural looking arches as supports for the bridge, maybe change the height filed to suit then use doodads on the ground level to fill the gaps left? to clarify incase im a bit vague.. use 2 of the 1/2 arches as the entry / exit points then use doodad rocks etc.. with adjusted height fields to fill the gaps between the arches, result should hopefully be a natural rock bridge.
    Posted in: Terrain
  • 0

    posted a message on [Terrain] feedback needed.
    Thanks heaps for the postive feedback, ive taken on board some of the advice and touched up the street part of the map, using plain concrete with touches of cracked to add an aged effect, then using the terracotta tiles? (i think thats it) with a low increment to add some structure to the footpaths. also started on a science experiment gone wrong part of the map, complete with mobile defense to keep things under control.
    Posted in: Terrain
  • 0

    posted a message on [Terrain] feedback needed.
    @Mienk: How do i go about lighting, at the moment ive just been using doodads to add spotlights etc..
    Posted in: Terrain
  • 0

    posted a message on [Terrain] feedback needed.
    Here's a street i was working on, still need some more textures, ideas welcomed
    Posted in: Terrain
  • 0

    posted a message on [Terrain] feedback needed.

    Hi all, have been looking at some of the work here, and its amazing to say the least, here are some pics of a map ive been playing with, pretty new to galaxy edit so feedback appreciated, pics are of my idea of what a vespene facility / mine might look like.

    Posted in: Terrain
  • 0

    posted a message on Thor pilots

    Hi all, thought id share something i did with the editor as i found it quite cool, may have been covered by other authors / threads, apologize if thats the case. I wanted to have a pilot for my thors, and have them neutral when not piloted.

    First of all i added the medivac Load.Unload ability to my Thor and the unload button on the command card. Then to make it a single seater, i edited the medivac load/unload ability to be a 1 cargo count and because i want my thors to be neutral when not piloted, i had to tick the neutral box on the ability panel. So far this gave me the ability to load a marine into a neutral Thor.

    Now the triggers, was quite simple i created 2 triggers, one for load and one for unload. Unit loads cargo is the event with the action being unit change ownership (triggering unit) to player 1 and change color and Unit unloads cargo is the second event and Action unit change owernship (triggering unit) to player 0 and change color. sorry for no screenshots.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.