Map tutorial
From AOW HT Wiki
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In this tutorial, we are going to build a map with the basical tools of the editor.
Contents |
First step
Let's create a new map doing this way.
Texturing the ground
First of all, you will have to put texture on your ground because leaving your ground with the squaring is just awful...Click on the icon
to have the painting toolbox.
Try to perform variation on the use of texture in order to give a more natural aspect to your ground. Also think about the kind of environment you want to create; don't put grass on desertic field.
Here is an example of what you can do
Building a road
We are now going to put a road, click on the icon
in order to get the road toolbox.
Once you have choosen which kind of road to set, perform a right click on the map to set the starting point and another one for the ending point
Adding trees to the scene
Click on the icon
in order to get the tree toolboxes.
N.B: Select the desired kind of tree in the Tree Library and perform a drag-and-drop from the Tree Library to the Tree brush list.
Spawn trees, bushes... in order to get something like this:
Adding decoration
Click on the icon
in order to get the units creation toolbox and spawn objects on the map according to your desire.
- buildings
- stickers
Modifying the topography of the map
Creating bumps and hollows
Click on the icon
in order to get the Bump brush toolbox. Once the right parameters set, performing a left click on the map will had a bump under the Bump brush and CTRL + Left click will had a hollow.
Creating slopes
Slopes allows to link two locations with different heights. Click on the icon
in order to get the Ramp brush toolbox. Once the right parameters set, performing a left click on the map will had a slope under the Ramp brush
Softening the relief
Click on the icon
in order to get the Blur Brush toolbox. Once the right parameters set, performing a left click on the map will decrease the difference of heights on the relief.
Adding water
Now you are supposed to be able to create a map, texture and decorate it and modify its relief. Click on the icon
and on the tab Water set the water at the desired level with your desired properties.
This should allow you to obtain results such as this
Starting points
Now that your map is nearly complete, you will now have to set at least two starting points in order to make your map "playable". Click on the icon
and in the Game design sublist, find GD_Tools and then TypeWarriorUnitStartingPoint and spwan your starting points at the desired location.
Finalizing the map
Before packing your map in order to use it in the game, you will have to set a tag defining if it is a deathmatch a navy or a marine one is down map.
Click on the icon
and in the tab descrition select the desired tag
Additionnal steps are useful but can be ommited:
- Recomputing the lighmaps (it allows your map to be displayed with a better aspect with the addition of shadow etc...)
- Generating the minimap.
- Recomputing the macro block graph (it allows to group polygons on the relief where subdivision are useless in order to diminish the number of polygons used for the map).
- Generating the cube map (it generates the cube map used for the sky)
- Generating the camera height map above the see.
And finally pack your map by clicking on finalize... in the menu completion







