Author Topic: Terrain Editor  (Read 27381 times)

Offline 715

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Re: Terrain Editor
« Reply #225 on: November 04, 2015, 02:53:28 PM »
I'm pretty sure the distance units in the TE (both altitude and horizontal distance) are feet.

Offline bustr

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Re: Terrain Editor
« Reply #226 on: November 05, 2015, 07:26:26 PM »
How do I fill the 2 ft wide seam that won't close between the edge of a base object and the grid line the seam runs along?
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Easyscor

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Re: Terrain Editor
« Reply #227 on: November 05, 2015, 10:46:00 PM »
How do I fill the 2 ft wide seam that won't close between the edge of a base object and the grid line the seam runs along?

In this case, for a single base, select the base, I'm assuming you know to double click in the selected box to bring up properties. Click Apply and see if that fixed it, it should. Then ok and save, build etc.
Easy in-game again.
Since Tour 19 - 2001

Offline hitech

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Re: Terrain Editor
« Reply #228 on: November 06, 2015, 08:35:44 AM »
How do I fill the 2 ft wide seam that won't close between the edge of a base object and the grid line the seam runs along?

When you build it will do all Objects Also under the file menu (Level terrain on all square objects) it will do them all at once for you.

HiTech

Offline bustr

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Re: Terrain Editor
« Reply #229 on: November 06, 2015, 12:14:23 PM »
Tried selecting and applying and leveling terrain objects. Even apply build again.

Still has an open seam around the field. On the north side of the field I have the elevation dropping from 2000ft which is the level alt of the island down into a hole with a 1500ft drop. The B25H 75mm drops 1000ft by 5000yds. The slope first drops to 1900ft then 500 ft. I'm testing slopes to use for hard standing aircraft for leveling them and shooting at the target. Farther to the right I have a long plain facing north adjacent to the VH for GV gunnery ranging. No one ever told me if I can place tanks as static objects on a map. If I can, I will use them as ranging targets at every 1000yds.

bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

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Re: Terrain Editor
« Reply #230 on: November 06, 2015, 12:59:52 PM »
Just checking, that screen shot was directly after level terrain? I.E. you didn't try change terrain height after the function?

Also is that in game or in the TE?


Also you might have a small rotation on the field.

To fix that select the field, and the use one of the four buttons U,D,R,L to rotate it exactly on a 90 deg.


HiTech
« Last Edit: November 06, 2015, 01:10:48 PM by hitech »

Offline bustr

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Re: Terrain Editor
« Reply #231 on: November 06, 2015, 02:01:55 PM »
Ok, I hate learning Gimp or Photoshop just to use a single feature and this is just toooo much fun.  :bhead

From objects, the default is select. I out lined the object and it came up in the list. First tried to just rotate it manually with the mouse. Too gross of movements using the mouse. Eventually using the rotate selection and the movement buttons I got it to snap into perfect alignment. But, no one told me just saving wouldn't have any effect. I had to drive to that edge and go Whuuuuaaaa!!!!!?????? The gap was still there and I swear I watched the editor fix the problem because I stuck my virtual nose 3ft from it and it was gone......... :bhead

Repeated all the steps but I built the terrain. Bingoooooo......:O

Am I able to select a tank as an object and place it on my terrain as a static object? Otherwise I need to find a shack or sheep pen that fits the dimensions for a tank silhouette. I bet you guys are gonna make me push buttons until I put wings on my cats with RATOs and aim them at Texas........... :neener:
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

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Re: Terrain Editor
« Reply #232 on: November 06, 2015, 02:34:16 PM »
Yes you can add a tank, but it will act like a building for damage.

Simply check the show all shape check box.

Selected the tank like tiger1.

Click on place you wish it.
And click add shape.

You may need to raise it a few feet, because of where the center of the object is.

To do this select the tank. Double click it in the list. Add 3 or 4 feet to the Y value, and make sure set to terrain alt is not checked.


HiTech

Offline bustr

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Re: Terrain Editor
« Reply #233 on: November 06, 2015, 09:55:31 PM »
Three things:

1. - How do I tell distance from a fixed point so that I can set static tank objects down every 1000yds. Can I adjust their orientation to compass points over 360 degrees?
2. - How do I create spawn points for GV along with the arrows?
3. How do I create a clipboard map that shows some ocean and the spawn point arrows?

I have the slope off the end of the small airfield runway to bench stand the planes. I'm still working through the third gradient, thought two would do the job, one dropping from 2000ft to 1865ft and a second to 1840ft would cover all the planes. Seems the La has very long gear and needs a steeper slope than the Yak-3. I'll have to test 1825ft for the Las. While most everything else can use either the 1840 slope or the 1865 slope to level for static shooting. I will be on my third slope over the 1500ft deep 9000yd long ditch. Neat trick making the level line on the B25H through the 4 50cals in the nose. And all of the motor cannon are up tilted.......meh.. :lipsrsealed:

I need to know how to put in GV spawns intentionally rather than the one time today I got lucky pushing buttons and can't remember what I did. I have a mesa above the field that arcs around one quarter of the drone circuit. Since my island elevation is 2000ft to allow for a 1500ft 75mm round drop at 5000yds. The mesa has a level at 3500ft and 4000ft. I can drive a wirbel from the first spawn at 3500ft up onto the 4000ft elevation which takes time. I couldn't get another spawn point put in by accident pressing buttons, so I graded the boundary area for a drive up. I see that the smallest diameter of the elevation brush is the finest you can effect a small area.

The mesa solution gives me the drones flying over in a circuit at MA normal engagement altitudes to practice gunnery with an osti or wirbel. Maybe an M16. I just need a second spawn in the center of the 4000ft section so I don't spend all day driving up to it.

This is neet has heck. I should have built this gunnery terrain years ago versus finding slopes on different maps to perform static bench stand shooting. Now easing your main gear over the edge is another skill, especially remembering to reduce RPM all the way so you only inch along. Go too fast and the engine weight and torque pulls you down the slope. Go slow enough and your brakes will hold you in place while you level the plane. And leveling the plane is watching the artificial horizon while you get part of the way over the edge and tap one break or the other to level the line. Then in F3 mode using the NumP_2 key you use the throttle to lower your nose or prop hub or 50cals as your meet point with the horizontal line on the target...Oh and you set the target about 2-6 yards so your alignment point pokes through.... :O

It's easier to do than the description is to read.

The point to all of this....anyone have any of my B25 very long range reticles or my 410 5000yd reticle? How many of you know that your guns are actually hitting higher than the top of your cockpit at 400 yards in some planes? Ever wanted to practice offline with a wirble at the same altitudes you really engage cons over a field? It's amazing where your bullets are really going when you turn on the lead computing gunsight.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

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Re: Terrain Editor
« Reply #234 on: November 07, 2015, 07:18:24 AM »
Three things:

1. - How do I tell distance from a fixed point so that I can set static tank objects down every 1000yds. Can I adjust their orientation to compass points over 360 degrees?
2. - How do I create spawn points for GV along with the arrows?
3. How do I create a clipboard map that shows some ocean and the spawn point arrows?

I have the slope off the end of the small airfield runway to bench stand the planes. I'm still working through the third gradient, thought two would do the job, one dropping from 2000ft to 1865ft and a second to 1840ft would cover all the planes. Seems the La has very long gear and needs a steeper slope than the Yak-3. I'll have to test 1825ft for the Las. While most everything else can use either the 1840 slope or the 1865 slope to level for static shooting. I will be on my third slope over the 1500ft deep 9000yd long ditch. Neat trick making the level line on the B25H through the 4 50cals in the nose. And all of the motor cannon are up tilted.......meh.. :lipsrsealed:

I need to know how to put in GV spawns intentionally rather than the one time today I got lucky pushing buttons and can't remember what I did. I have a mesa above the field that arcs around one quarter of the drone circuit. Since my island elevation is 2000ft to allow for a 1500ft 75mm round drop at 5000yds. The mesa has a level at 3500ft and 4000ft. I can drive a wirbel from the first spawn at 3500ft up onto the 4000ft elevation which takes time. I couldn't get another spawn point put in by accident pressing buttons, so I graded the boundary area for a drive up. I see that the smallest diameter of the elevation brush is the finest you can effect a small area.

The mesa solution gives me the drones flying over in a circuit at MA normal engagement altitudes to practice gunnery with an osti or wirbel. Maybe an M16. I just need a second spawn in the center of the 4000ft section so I don't spend all day driving up to it.

This is neet has heck. I should have built this gunnery terrain years ago versus finding slopes on different maps to perform static bench stand shooting. Now easing your main gear over the edge is another skill, especially remembering to reduce RPM all the way so you only inch along. Go too fast and the engine weight and torque pulls you down the slope. Go slow enough and your brakes will hold you in place while you level the plane. And leveling the plane is watching the artificial horizon while you get part of the way over the edge and tap one break or the other to level the line. Then in F3 mode using the NumP_2 key you use the throttle to lower your nose or prop hub or 50cals as your meet point with the horizontal line on the target...Oh and you set the target about 2-6 yards so your alignment point pokes through.... :O

It's easier to do than the description is to read.

The point to all of this....anyone have any of my B25 very long range reticles or my 410 5000yd reticle? How many of you know that your guns are actually hitting higher than the top of your cockpit at 400 yards in some planes? Ever wanted to practice offline with a wirble at the same altitudes you really engage cons over a field? It's amazing where your bullets are really going when you turn on the lead computing gunsight.

Most of what you can do is adjust their XYZ coordinates in the Properties panel after the placing them close

Offline bustr

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Re: Terrain Editor
« Reply #235 on: November 07, 2015, 02:40:33 PM »
Is there a grid I can make visible and 3000ft x 3000ft.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline bustr

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Re: Terrain Editor
« Reply #236 on: November 07, 2015, 03:54:22 PM »
Sorry,

The spawn arrow points are so large they became a yellow three pointed blob on top of the field in the map. I have one spawn button for GV "N". I cannot get two more to show up but, I can use .fly "number" to spawn a wirbel onto each mesa 3500, 4000 and 4400 now. At least now I know why my wirbel shooting has been sucking.

I may have missed something, but when I bring up my terrain I cannot locate the three vehicle spawns I created. Either there is a setting that makes them visible or a file that itemizes them with their grid locations and alt.

Wonder if road beds have an alt setting to push them or segments up from the base terrain elevation..even on sloping elevations going up or down rather than a traverse...I still need to see if I can connect my "U" shaped mesa with a road from end to end.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline bustr

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Re: Terrain Editor
« Reply #237 on: November 07, 2015, 09:18:30 PM »
My head hurts but, figured it out.

Add an object to the object group after you select a spot to plop it down. Then select it's object ID, the rotate option, hit a direction button and rotate it in only 4 directions at cardinal points. I now have a gunnery range filled with tanks out to about 4000yds. And a spawn point to the zero line defined by a line of street lamps to the range so you don't have to drive a tank 2000yds. Zeiss optics are incredible for testing range.

I learned the hard way if you uncheck setting the object to the level of the terrain, and you want to pull your tank 3ft or so out of the ground. You have to add 3ft or so to what ever the current terrain elevation is. 2003.6 weeeeeeee... Other wise I spent about 15 minutes freeking over disappearing tank objects. Seems the center line of the tank object is what was set level with the terrain elevation. Not the bottom of the treds and wheels.

Still need to figure out how to make the clipboard map larger and show the island and some ocean rather than the field and black and the spawn arrows. Also need to figure out how to make 4 spawn buttons show up versus using the text command ".fly x". Is there a properties GUI that controls the size of the spawn arrow?
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

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Re: Terrain Editor
« Reply #238 on: November 08, 2015, 01:58:36 PM »
Rotate the spawn point to the button you wish to have it use

Offline USRanger

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Re: Terrain Editor
« Reply #239 on: November 08, 2015, 04:20:40 PM »
Quote
I learned the hard way if you uncheck setting the object to the level of the terrain, and you want to pull your tank 3ft or so out of the ground. You have to add 3ft or so to what ever the current terrain elevation is. 2003.6 weeeeeeee... Other wise I spent about 15 minutes freeking over disappearing tank objects. Seems the center line of the tank object is what was set level with the terrain elevation. Not the bottom of the treds and wheels.

If you saw it, HT stated you would have to do this.  Each vehicle's center height is different by a foot or two, so you'll have to get in close to see were it sits perfectly with the ground.  I had the heights all written down from when I made my tank gunnery range terrain on the server, but I can't find them, or I'd hook you up with the info, sorry.

As for the spawn points, if you use default fields, the first spawn, the hanger spawn, is built in.  On a custom field, you have to add it.  The first vehicle spawn you lay is automatically the hanger spawn with custom fields, even if it's not placed in the hanger.  Let's say the default vehicle spawn faces south out of the hanger.  Even though it faces south, it will be your H spawn.  You can add one more spawn facing south on your terrain (from that field) and it will become your S spawn.  Any additional spawns from that field cannot be facing the same direction as any spawns you have already placed from that field.  You will need to rotate them.  It's best to rotate the spawn points so they face the same direction as they relate from the field, so it will make sense to players.  Having Spawn NE on the SW side of the field will lead to confusion.  Hope this helps. :salute
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