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Read this if you want to know about heightfeild =) [message #-986551] Sun, 12 January 2003 08:05 Go to next message
Anonymous
~Making a Heightfeild Map~
By Brian Doherty (Bigwig992)

~Making the Ground~
Click the heightfeild tab, click "create new". Set the width and the height to 10 by 10. Dont touch the density setting. That is about the size of a good semi-big DM map. Now it should load up and you should see abunch of westwood symbols.

~Hills and Such~
Under Brush you should see "Vertex height". Keep it that way, and check the inner outer radius. The bigger the numbers, the bigger the area that will be affected. The smaller the number, the small the area that will be affected. Then you click the Heightfield Edit Mode button, which is right next to Walk-Thru Mode button. Click it, and a red transparent box should appear as your cursor. Click anywhere on the map, and it should move upwards. Right click, and it should go downward. Form your map, and than get ready to make it a bit smoother.

~Smoothing~
Use the "Vertex Smoother (Flatten)" mode to completely flatten any area in s certain radius to the height of which you clicked (Ex. You click at the top of the hill, the area around it will flatten to its height, click on the flat ground near a hill, most of the hill will flatten down to ground level). Use “Vertex Smoother” To pretty much, well, smooth things out, makes the jagged areas nice and smooth.

~Textures~
Now if you have textures in your editor cache then you can apply. Click the gray box with "Base Material" on the left of it. Then, click on material settings. Browse for the right texture in the editor cache (it must be in there to work). Fool around with the Tiling number until you get your texture looking right (not to big, not too small). I haven't found much use to setting the surface type, but you can anyway. Click OK. Under the Heightfeild tab, under "create new" you should see "brush". It will say "vertex height". Click, and drag down to "Texture Paint". The inner and outer radius numbers tell how much, or how big of a brush you'll have. To texture a huge area you want the numbers to be huge, when your getting down to the real small areas, small numbers. Then you click the Heightfield Edit Mode button, which is right next to Walk-Thru Mode button. Click it, and a red transparent box should appear as your cursor. Point, and click, and presto, you have some textures. To have more then one to choose from, click on any of the other gray blank boxes, and set the texture right. Than just click on that box, the heightfeild edit button, and click.

~Vertex Noise~
Well, I don't really know what this button does =/.

~Cutout~
Use this to cut out bits and pieces of the heightfeild, but be VERY careful. I haven't found a way to "undo" cutout. So i rarely use this, if you do, you may regret it.

~Finishing Up~
Add tree's from the Tile's button, add spawners, bots, waypoints, run path finding, set up PT's, and do whatever else you need to do to finish up that map.

Please don’t use this without giving a bit of credit to me, this took me a very long time to write, and I don’t feel like seeing this under someone else’s name. =)
E-mail me if you want to put it on your site, kidrage11@attbi.com . Praise me? [Cool]
Read this if you want to know about heightfeild =) [message #-986550] Sun, 12 January 2003 08:49 Go to previous messageGo to next message
Anonymous
~cutout~
cutout can be easliy undone by using the right mouse button whilst on the cutout tool to refil the gaps that you may have accidentialy erased. The tool will also retin height information, meaning that if you erase a big mountain and you wish to undo it then the terrain will re appear in its original state.

Hope this has been of some more help to you [Big Grin] Btw check out the renegade tutorials on www.cnchq.com it shows you how to add buildings using RenX to a heightfield. Adding buildings does require a lot of jiggery poker though.
Read this if you want to know about heightfeild =) [message #-986549] Sun, 12 January 2003 09:34 Go to previous messageGo to next message
Anonymous
Thanks [Smile] .
Read this if you want to know about heightfeild =) [message #-986548] Fri, 17 January 2003 06:40 Go to previous messageGo to next message
Anonymous
If you're still having problems,
http://www.cnchq.com/mapmaking/beanheight.php
[Razz]
Read this if you want to know about heightfeild =) [message #-986547] Fri, 17 January 2003 06:41 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by bigwig992:
~Making a Heightfeild Map~
~Cutout~
I haven't found a way to "undo" cutout. So i rarely use this, if you do, you may regret it.

Just right click on where you cutout stuff.
Read this if you want to know about heightfeild =) [message #-986546] Sun, 12 January 2003 09:04 Go to previous messageGo to next message
Anonymous
Allied Power

Tell me what you think for a first model guys
[Wink]
Read this if you want to know about heightfeild =) [message #-986545] Sun, 12 January 2003 09:15 Go to previous messageGo to next message
Anonymous
Off the freakin hook man. Totally amazing. Can't wait to see the textured product! [Eek!]

(One question, how many poly's?) [Confused]

[ January 12, 2003, 16:17: Message edited by: maytridy ]
Read this if you want to know about heightfeild =) [message #-986544] Sun, 12 January 2003 09:19 Go to previous messageGo to next message
Anonymous
Thx
You guys I am a very big noob at this can someone tell me how to find the amount of polys in this model

I can't wait either [Cool]
Read this if you want to know about heightfeild =) [message #-986543] Sun, 12 January 2003 09:32 Go to previous messageGo to next message
Anonymous
IF I am right then it is over 10000 [Frown]
Read this if you want to know about heightfeild =) [message #-986542] Sun, 12 January 2003 09:34 Go to previous messageGo to next message
Anonymous
Its under utilies , click "polygon counter"
Very nice dude! it looks better than mine he he [Big Grin]
Read this if you want to know about heightfeild =) [message #-986541] Sun, 12 January 2003 09:36 Go to previous messageGo to next message
Anonymous
**** I was close 9600 [Frown]
Read this if you want to know about heightfeild =) [message #-986540] Sun, 12 January 2003 09:40 Go to previous messageGo to next message
Anonymous
ouch, its easy to fix... just optimtize it, also you might have to remake some things do keep polys low..
mine i think was at 1900... not sure.
Read this if you want to know about heightfeild =) [message #-986539] Sun, 12 January 2003 09:40 Go to previous messageGo to next message
Anonymous
owch.
little helping hint, select everything then go
Modifiers>Mesh Editing>Optimise
That should drop the polys a bit.

EDIT= ooh, laser beat me to it =(

[ January 12, 2003, 16:41: Message edited by: killakanz ]
Read this if you want to know about heightfeild =) [message #-986538] Sun, 12 January 2003 09:40 Go to previous messageGo to next message
Anonymous
Woohoo I just reduced the polys by 3000 and it doesn't look any different Woot

Only 6000

[Big Grin] [Frown]
Read this if you want to know about heightfeild =) [message #-986537] Sun, 12 January 2003 09:46 Go to previous messageGo to next message
Anonymous
Wow thanks you guys
[Wink]
Read this if you want to know about heightfeild =) [message #-986536] Sun, 12 January 2003 09:56 Go to previous messageGo to next message
Anonymous
np [Big Grin]
Read this if you want to know about heightfeild =) [message #-986535] Sun, 12 January 2003 10:24 Go to previous messageGo to next message
Anonymous
Here it is you guys after a small amount of work
WooHoo
Allied Power new
[Big Grin]

Yes just 2700 polys
and thats about as low as I can get it I think
Read this if you want to know about heightfeild =) [message #-986534] Sun, 12 January 2003 10:33 Go to previous message
Anonymous
HAHAHAHAHAHA If you thought this was a bad number of polys I built a refinary yesterday and I've just had a look at the polys

30000 lol
I just put on Optimize and now it is 15000 polys
HAHAHAHAHAHAHAHAHA lol

[Roll Eyes]
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