Author Topic: Aces High III Terrain Editor Manual  (Read 3668 times)

Offline Easyscor

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Aces High III Terrain Editor Manual
« on: March 22, 2017, 01:14:59 AM »
Aces High III Terrain Editors

Two versions are available. These files will be updated from time to time when a new version is available.

AH3 Terrain Editors.doc, a Microsoft Word 2003 document should work with all later versions.

AH3 Terrain Editors.pdf.

Thanks to Waffle and Greebo for texturing information.
Thanks to bustr for initiating the inclusion of vehicles and rolling stock in the TE.

Post comments and bug reports below.
P.S. The links should be fixed soon.
« Last Edit: March 22, 2017, 04:49:18 PM by hitech »
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Offline Easyscor

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Re: Aces High III Terrain Editor Manual
« Reply #1 on: March 22, 2017, 09:38:53 AM »
Skuzzy will be along to fix it later.  :D
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Offline Kanth

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Re: Aces High III Terrain Editor Manual
« Reply #2 on: March 25, 2017, 07:54:15 PM »
I followed the directions in the pdf and created a terrain. I saved it several times along the way. I spend about 2 hours making it nice and setting it up and saving it.  I then closed the terrain editor and opened it back up and my terrain is gone. It's just ocean.

I'm not sure what happened.  Is this because of the different folder structure of Oculus users? am I not able to make terrains?  :headscratch:

I'm kinda  :bhead

Okay it crashed several times and now I can open one of the terrains... :confused:
« Last Edit: March 25, 2017, 08:40:43 PM by Kanth »
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Offline Easyscor

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Re: Aces High III Terrain Editor Manual
« Reply #3 on: March 25, 2017, 10:20:22 PM »
That's impossible to answer without looking at the file structure and maybe some of the files. Once you get the hang of it, the TE makes sense but it can be a steep learning curve because everything must fit the template.
You mentioned only building one terrain but then mention opening one of the terrains. That suggests other things are going on. This sort of thing is a pretty common hiccup for new builders. Don't give up. Oh, and not an Oculus issue.

More then likely, you are describing what happens if you don't do the initial save and exit after you initially create a terrain. The TE depends on those files being in the correct folders when it restarts and can't find them until your exit and relaunch the TE.
« Last Edit: March 25, 2017, 10:24:11 PM by Easyscor »
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Offline Kanth

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Re: Aces High III Terrain Editor Manual
« Reply #4 on: March 26, 2017, 06:48:45 AM »
I tried creating more than one terrain.  One never opened again and the other finally opened.  I think I'll just dismiss that is a learning hiccup and continue on.  I appreciate your response though.   :cheers:
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Offline bustr

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Re: Aces High III Terrain Editor Manual
« Reply #5 on: March 27, 2017, 12:36:42 PM »
Kanth,

Did you ever run build? Also under ah3terr where the folders are of the name you gave to each project, are they 8 small case letters or more than 8, or mixed with upper case? I named a project with more than 8 and experienced some of your issues. Did you build CBMs for these projects asap?
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Offline Kanth

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Re: Aces High III Terrain Editor Manual
« Reply #6 on: March 27, 2017, 12:46:25 PM »
nope I'm having wierd issues.

SO I'm trying to make a WW1 map, and I'm using the WW1 shapes so  I go ahead and make standard non WW1 HQ for all three countries and I'm trying to make 1 airfield for each country.

As soon as I add a ww1af and do a check it says ...Field 1 has more than one map room, Field 1 has more than one officers club.

BUT if I use the normal WW2 small airfield object: saf1m00 there are no problems at all..no errors.

Is the WW1 stuff broken? does the WW1 airfield come with extra stuff built into it that's no longer allowed?  I dunno what's going on.    :confused:

So that's where I'm at so far...If that is broken...not sure how to get around it either..
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Offline bustr

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Re: Aces High III Terrain Editor Manual
« Reply #7 on: March 27, 2017, 04:40:06 PM »
Just created ww1tst, laid down some terrain then put one WW1 airfield on it. Ran build and it runs offline with no problems. How many feilds did you lay down and did you check their properties for which country owns the field, and if each field has a new sequential field number? Too many towers and O'clubs means two feilds are owned by one of them, probably.

If you oba file is not too big, copy and paste it into your response. It's just a flat file that can be opened in notepad.
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Offline Kanth

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Re: Aces High III Terrain Editor Manual
« Reply #8 on: March 27, 2017, 05:12:29 PM »
Actually nevermind I think I found the issue if there's ONE field, you have to un-check field owned.
« Last Edit: March 27, 2017, 05:15:47 PM by Kanth »
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Offline Easyscor

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Re: Aces High III Terrain Editor Manual
« Reply #9 on: March 27, 2017, 05:31:07 PM »
Sorry, no. That won't help, the shape appears to be porked. Standby, I'll see if I have a work around.

First, create a text file in Notepad and paste the following lines into it.

00000004,0
,TextureName
ww1afg         ,-2,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000
ww1twr         ,-2,370.558502,30.000000,514.357422,0.000000,0.000000,0.000000
ww1hgr         ,-2,492.234711,30.000000,16.592012,0.000000,0.000000,0.000000
mpr0           ,-2,359.497253,30.000000,790.893738,0.000000,0.000000,0.000000


Then, you name the file wwifield.til, yes windows will complain, and put it into your C:\Hitech Creations\Aces High III\ah3terr\tiles folder
If you don't have a tile folder, create it.

Open the Object Editor and load the file wwifield.til then build it

Next, copy the wwifield.shp from here C:\Hitech Creations\Aces High III\newshps
and
Paste it into your terrain's texsrc folder C:\Hitech Creations\Aces High III\ah3terr\test\texsrc

Replace your .oba file with the following lines and run check for errors

      F01GMS000,  wwifield,     -5280.000,        10.000,     15840.000, 0.0000, 0.0000, 0.0000,      1280,    0,   36,   -1.00,    -1.0,        -1,   0,    0,    0,    0,   -1
      F01FTE000,    entpnt,     -4134.375,         9.999,     13927.257, 0.0000, 0.0000, 0.0000,      3072,    0,    8,   -1.00,    -1.0,        -1,   0,    0,    0,    0,   -1
      F02GMS000,  wwifield,     36960.000,        10.000,     -5280.000, 0.0000, 0.0000, 0.0000,      1280,    1,   36,   -1.00,    -1.0,        -1,   0,    0,    0,    1,   -1
      F02FTE000,    entpnt,     38052.265,        10.000,     -7006.219, 0.0000, 0.0000, 0.0000,      3072,    1,    8,   -1.00,    -1.0,        -1,   0,    0,    0,    1,   -1


Don't forget to reset the terrain size to 64? and build your CBM
« Last Edit: March 27, 2017, 05:54:17 PM by Easyscor »
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Offline Kanth

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Re: Aces High III Terrain Editor Manual
« Reply #10 on: March 27, 2017, 05:37:09 PM »
got as far as a build and now gonna go in and do a bunch of changes. So totally working now.   :aok
« Last Edit: March 27, 2017, 07:54:55 PM by Kanth »
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Offline Kanth

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Re: Aces High III Terrain Editor Manual
« Reply #11 on: March 28, 2017, 10:54:44 AM »
Flew in my first self made map!! Wooohooo!!   :rock

Thanks gentlemen. I'll try to make something nice.   :cheers:
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Offline bustr

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Re: Aces High III Terrain Editor Manual
« Reply #12 on: March 28, 2017, 05:31:46 PM »
Every new map counts for the future of AH3. You go...... :salute
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Offline Easyscor

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Re: Aces High III Terrain Editor Manual
« Reply #13 on: March 28, 2017, 05:39:39 PM »
Glad it's working for you.

quote
15. Fixed duplicate map rooms and hangar objects in ww1hgr and map room shapes.

When you have a chance, edit your .oba file and use the default wwi airfield. You've gained some nice experience that will help you in the future.

 :cheers:
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Offline oakranger

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Re: Aces High III Terrain Editor Manual
« Reply #14 on: March 28, 2017, 06:36:30 PM »
I should be doing this.....not sure if I have the ability to do it.
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