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Centurion

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  1. Hi there, I think we should consider the possibility that the height map feature of the editor is a little bit buggy. For example, I tried to get the terrain some levels above the grid so that I could use cellars and I tried to do this without importing a height map but only by adjusting the min, max and current height settings in the height map layer. It worked, the terrain showed up above the grid several levels after refreshing view and the height map layer was shown in the layers tab in a light grey. My soldiers, however, could not enter the cellars. The funny thing is that Barbossa tried the same and told me he did not experience any effect of the layer settings whatsoever. We also already noticed some other things that work distinctly different in the editor on his machine than on mine.
  2. I have noticed that the height maps are handled much more precise in the editor than in the game. I found this out when I tried to lift up the terrain to match the height of one floor tile for my bunker map. In the editor I was able to do this but in the game the terrain was back to ground level. So it seems that the height of the terrain is aligned to some sort of invisible grid and can therefore only be adjusted in certain steps. I thought that this is something to be kept in mind.
  3. And another post about my puny bunker :wink: My friend Barbossa has already explained the possibility of making grassy roof tiles and I would just like to add that I have already used these on top of the bunker entrance and mg nest and I think they look kinda crappy. My solution to for putting terrain on top of buildings would probably be to import some custom-made terrain tiles that are not just textures but solid objects. Like a small, grassy hill that I could place on top of the bunker roof. I have a friend who is quite proficient with 3D Studio Max so maybe I will ask him to whip something up for me. I already thought about integrating the bunker a bit more into the hill. I would like to replace the entrance with a trap door and a small tunnel and maybe move the mg nest back into the hill a little bit. Unfortunately, I don't know if I have time for the editor this week. Hell, I haven't played but 4 or 5 missions of the campaign! And a word about my configuration: I left everything as it was, meaning a resolution of 1280x960, 2x anisotropic filtering and medium anti-aliasing, everything else 'very high'. My config.cfg can be found here: http://www.stud.uni-karlsruhe.de/~uwh9/config.cfg I don't know how to get my fps in the game but I would say it plays mostly smooth. That scrolling could be more fluid but it never gets really skippy. I found that the only setting that really affects performance on my machine is AA but I won't switch it off, because to me it just looks soooo much better. Here are my system specs: AMD Athlon XP (Thoroughbred B) 2600+ (=2066 MHz) nForce 2 Mainboard 1 GB of 333MHz RAM Hercules 3D Prophet 9500 Pro (Radeon 9500 Pro)
  4. Hi there, I know that finding the grid can sometimes be rather tricky. That's mainly because the editor seems to place the camera at the exact same position as it was in the last map so if you move your map out of sight accidentally you won't be able to see one ever again I have a screenshot of the editor here: http://www.stud.uni-karlsruhe.de/~uwh9/editor.jpg To find the grid the 'camera' button should help. It is the leftmost of the four buttons that I have marked with (1) in the screenshot. If this doesn't help, try zooming out all the way with the mousewheel and pan around with the arrow keys until the grid is in the center of the main window, then zoom back in. As for the missing layers- and materials-tabs: These can be switched on and off with the other three buttons marked with (1). Also, make sure that they have not been collapsed by one of the wicked little arrows marked with (5). Concerning the missing menu bar: I'm quite sure that there is no way of completely getting rid of it so it is probably just undocked from the window and floating around somewhere as marked with (2). To add textures you must first add a texture layer. This is done with the button marked (3). Once you've added the layer, you should see a white surface instead of the grid. If you do not see this, you may have to check the corresponding checkbox in (4). Once you have the white surface you can brush textures onto it after selecting the texture layer and choosing a texture via the three dots. One last thing: I personally do know quite a bit about databases but I don't need that knowledge to make maps. If you want to change graphics, sounds or stats of the game objects, you should familiarize yourself with accessing and using a database. But if all you want to do is build a map from the objects that are already in the game, you don't have to know zip about databases. Please let me know if you still have any problems, I have added my ICQ number to my profile so you can try to catch me there, too.
  5. I don't want to get you into a panic about that reboot, but do you run anti-virus software regularly? Do you use a personal firewall that blocks incoming traffic to the SQL server? If not, you should. There are a lot of worms for MSSQL around. Anyway, if it is not a virus, I still guess it has something to do with the SQL server, so maybe you could try to reinstall it. As for the sound problem: There is a thread about extracting sounds from the .res files but as far as I know, they have not figured out how to do it so far.
  6. For the editor problem: Does your machine reboot right away or does it do a clean shutdown?
  7. And here they are. I did this mostly to find out there is the possibility of making a building that is embedded into the landscape. I'm not quite satisfied because I think it looks far too artificial, but the editor has some limitations in respect to combining landscape and buildings. For instance, I had to pile rocks on top of the bunker because there can't be any terrain on top of a building, only solid objects. That means that I couldn't apply stuff like terrain spots or grass textures to the roof of the bunker. If anyone has any suggestions that could improve this map, please let me know. http://www.stud.uni-karlsruhe.de/~uwh9/bunker1.jpg http://www.stud.uni-karlsruhe.de/~uwh9/bunker2.jpg http://www.stud.uni-karlsruhe.de/~uwh9/bunker3.jpg
  8. Starting custom maps from the console seems to work. Just start the game, select your mod and start or load some game (the tutorial for example). Now bring up the console and type 'map VariantID' where VariantID is the second number that is displayed in the 'General ID' field in the attribute browser of the editor. For example, my map has the General ID {1000014,1000017}. 1000014 is the template ID and 1000017 is the variant ID, so typing 'map 1000017' loads my bunker I will post some screenshots as soon as possible.
  9. Hi there, well I don't think that is a stupid question at all. I tried exporting a map to the game yesterday as I have built a cozy little bunker that I wanted to test ingame. The problem is that the that you export just contains the difference between the original game database and your new version, meaning that your map is present in the game database but you don't have access to it. There seems to be the possibility to change the game interface in the database, too. You've probably already noticed that there is a template folder called 'interface' or something like that. So I would guess that the easiest way would be to change the interface in such a way that your map is loaded when you choose to start a new campaign. Or maybe you could modify the interface so that when you choose to start a new campaign, the squad selection screen from the original campaign pops up and then your map is loaded with the selected squad? Unfortunately, I won't have the time to experiment with this over the weekend. If you figure something out, please let us know.
  10. Hi guys, this is my first post in this forum and it may be kind of useless. I want to give a quick overview of how to build a very simple map with the editor since nobody seems to have done this yet and I had to spend quite some hours figuring out how even the simple mechanisms work. But then again maybe I am just slow. When you start the editor you will have a tree view of objects that are in the database on the left side, main window in the middle and some tabs on the right. In the object tree you can right-click to bring up a menu allowing you to start a new item (i.e. map). Be sure to use only powers of 2 (i.e 2, 4, 8, 16, ...) for the size variables otherwise you will have a frame of dead space around your map. Now you will have a grid in your main window. This doesn't look much like a map so the first thing you will want to do is add a texture layer. To do this, click the new button in the layer tab and select texture layer. If you click on the three dots in the layer, you can select the texture you wish to apply and after closing this window, "brush" it onto your map. Most original maps don't use the texture layer all that much (or even don't have any) but employ terrain spots instead. I won't talk about these right now. Well now you can see your terrain and start filling it up with objects. You can just drag most objects out of the tree view and into the main window to place them, but some work a little differently. If you want to build a house, for example you have to add a floor- and a wall-layer. You can place floor tiles and wall segments by holding down the CTRL key and left-clicking in the main window. There are also wall segments with window frames in them and so on. So, I don't know if this post was useful to anyone. I assume that there are a couple of people who are already much more proficient with the editor (my good friend Cpt. Barbossa from the JoWood forum for example) so just see this as a starting point to share your knowledge with other people and ask questions. I am still trying to figure out how the settings of the height map layer work exactly. So far I haven't succeded in using this to build cellars that can actually be entered by soldiers so if anyone could figure this out, I would be very happy. Be excellent and party on! EDIT: I just realized that I was stupid enough to refer to my German keyboard. Thanks to Vizcire for making me aware of that.
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