Author Topic: Dumb questions  (Read 1059 times)

Offline Tilt

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Dumb questions
« on: October 30, 2001, 10:47:00 AM »
Sorry to trouble you guys with these

1) When I stick my blue cross in the centre of a square and select a texture and set it. its plonked not in the square with my blue cross but in the one to its South west. plus I get an interface texture generated to the  west of my blue cross square. What am I doing wrong?

2) with a 512 mile terrain the grids are numbered  by alternating even numbers 10.18 X 20.20 is next to 10.22 X 20.20. (there is no 10.20 corner vetice) is this correct?

3) In the guide for dummies I cannot generate an pure water only grid as shown........... (when next to two grass grids)it continually inserts an interface (beach) grid in that place. What am I doing wrong.

4) If I were to add new tiles to give me more choice how do I add them to the Terrrain menu list?

5) when using mapmaker and importing stuff from the GSO site can I merge two GSO "maps" together if the terrain I want crosses the borders of the "maps"?

Thx


Tilt
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Offline Sky Viper

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Dumb questions
« Reply #1 on: October 30, 2001, 01:22:00 PM »
Quote
Originally posted by Tilt:
Sorry to trouble you guys with these

1) When I stick my blue cross in the centre of a square and select a texture and set it. its plonked not in the square with my blue cross but in the one to its South west. plus I get an interface texture generated to the  west of my blue cross square. What am I doing wrong?
Nothing.  You are just not seeing that you are placing your Blue Cross at the edge of a grid.  With the grid lines on, place your blue cross in the center and click. Now when you click SET that grid will fill with the selected texture.
Bordering textures will be blended using the appropriated texture where applicable. IE. Grass to Grassy Rock.
 
Quote

2) with a 512 mile terrain the grids are numbered  by alternating even numbers 10.18 X 20.20 is next to 10.22 X 20.20. (there is no 10.20 corner vetice) is this correct?
I never found a use for the grid numbers, so I don't even pay attention to them.  :)
 
Quote


3) In the guide for dummies I cannot generate an pure water only grid as shown........... (when next to two grass grids)it continually inserts an interface (beach) grid in that place. What am I doing wrong.
Having taught myself most of the Editor, I'm not sure what the Guide is trying for.
I can tell you that a single AHE water grid surrounded by land will not produce a visible water.  You need to have a minimum of 4 grids filled with water in order to get a full water effect.  The NE/SE/NW/SW corners of the AHE grid will ALWAYS fill with the 45° beach.
Pokie had an excelent post and some extra documents dedicated to this knowlege. Look through the posts in this forum.
 
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4) If I were to add new tiles to give me more choice how do I add them to the Terrrain menu list?
You can't ADD more.
You can only alter them.
The bitmaps for the original tiles are in the /aheditor/terrains/tex/ folder.
Any different files you wish to use should be placed directly in the folder where your new terrain resides.
If your new terrain is called BUNK, then place them in the /aheditor/terrains/BUNK/ folder.
 
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5) when using mapmaker and importing stuff from the GSO site can I merge two GSO "maps" together if the terrain I want crosses the borders of the "maps"?
If you follow Ogre's directions on using the Mapmaker utility, then you will find that the utility draws the data as needed from all the files. The utility will merge the data and give you an accurate output.
So, if you have desire to bridge between 2 USCS GTOP files, then just download both files. (I DL'd them all)
 
Quote

Thx


Tilt

A note on the elevations from the USGS.
I have found that there are many instances where the data creates a 0ft. Elevation in between 2 higher elevations.  Probably due to a missed entry.
There are also many times where an elevation change apears to have adjcent points swapped.
For instance, a Mountain grade from 4,000 ft. to 1,000 ft. in 4 1,000 ft. steps may would look like 4,000 - 3,000 - 2,000 - 1,000. Instead you might get 4,000 - 2,000 - 3,000 - 1,000.  You will see the spike/hole when you look across the terrain. (I see them in Mindinao  ;) )

Generaly, they are drastic and easy to spot. It's the 0 ft. holes that slip by.  ;) (I've seen this in Mindinao too. hehe)

I hope this helps,
Viper

Offline Tilt

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« Reply #2 on: October 30, 2001, 02:20:00 PM »
Thx Viper

"Nothing. You are just not seeing that you are placing your Blue Cross at the edge of a grid. With the grid lines on, place your blue cross in the center and click. Now when you click SET that grid will fill with the selected texture."

Sorry but this does not seem to happen...the only way I can make a blue cross is by putting it in the centre of a grid (side vertices leave green crosses) and upon clicking SET it does not put it in this grid but instead in the one below and to the left (SW)...........

Tilt

Who is gonna be using the top right vertice to locate the grid squares............

 and is looking for Pokies stuff

ps thx for the other answers too
Ludere Vincere

Offline BenDover

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« Reply #3 on: October 30, 2001, 03:22:00 PM »
ok, u only get a blue cross in the center of a grid, and a green one at the side,this is too indicate which part of the grid u have your cross
   too get the texture in the grid u want,click on the centre blue cross

as for the coast textures,those r new, as the ed help file hasn't been updated since ed 1.2 or something

Offline NUTTZ

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Dumb questions
« Reply #4 on: October 30, 2001, 07:55:00 PM »
Tilt, to fully understand the editor try thinking this way,, Rock, paper, scissors... each is passive yet dominant to another, the tiles work the same way.

heres MY list

heres how they work
7 main tiles...
terr0000 water: ( tiles with grass)
terr0001 grass: (tiles w/grassy rock/farm/rock/forest/water)
terr0002 grassy rock: (tiles w/ grass/rock/forest/snow
terr0003 farm: ( tiles w/grass/rock/forest)
terr0004 rock: (tiles w/grass/farm/forest)
terr0005 forest: ( tiles w/grass/grassy rock/farm/rock)
terr0016 snow: ( tiles w/ grassy rock)


the remaining tiles are your transitional tiles, the first tile is the center, the second ( after the /) is the outside border.  
terr0006 grass/grassy rock
terr0007 grass/farm
terr0008 grass/rock
terr0009 grass/forest
terr0010 grassyrock/farm
terr0011 grassy rock/rock
terr0012 grassy rock/forest
terr0013 farm/rock
terr0014 farm/forest
terr0015 rock/forest
terr0016 SNOW
terr0017 grassy rock/snow
terr0018 water/grass
terr0019 water/grass
terr0020 water/grass

NUTTZ

Offline pokie

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Dumb questions
« Reply #5 on: October 30, 2001, 08:38:00 PM »
Hello Tilt

1) What version of the editor are you using?  1.03 or editor2 ( which I guess is version 2.00 )

YOUR QUESTION 1:

What grid square are you working on that gave you this problem?
And was the surface flat?
 
"When I stick my blue cross in the centre of a square and select a texture and set it. its plonked not in the square with my blue cross but in the one to its South west. plus I get an interface texture generated to the west of my blue cross square. What am I doing wrong?"

MY ANSWER:

What happens if I told you to make a new terrain so that the entire surface is water and has an altitude of zero.  Then you placed your mouse at the center of grid 10.24 / 10.24, click it and the cross turns blue , selected the grass texture and then clicked Set type.  
Where does the grass texture go?  Give the grid numbers of where the grass texture goes.

YOUR QUESTION 2:

"with a 512 mile terrain the grids are numbered by alternating even numbers 10.18 X 20.20 is next to 10.22 X 20.20. (there is no 10.20 corner vetice) is this correct?"

MY ANSWER:  

The grid numbers as far as I know represents the center for each grid square.  Each grid square is 1 mile X 1 mile so the distance from the center of one grid square to the center of the next grid square is 1 mile.
Each grid is numbered by the mile and is broken down to 1/4 miles which are not seen but the 1/2 miles are.  They are the shared green crosses from one grid to the other.  In other words .01 = 1/4 mile ( can't select with mouse ), .02 = 1/2 mile ( can be selected ), .03 = 3/4 mile ( can't select with mouse ) and .04 = 1 mile ( can be selected ).

So grid # 10.24 / 10.24 is the center of the terrain x=0 and z=0.  If you click the mouse on the center of the grid east of it at grid # 10.28 / 10.24 you see that x=5280 and z=0.

5280 feet = 1 mile.

Each .04 that the grid numbers increases/decrease is 1 mile ( 5280 ft).

So .04 = 1 mile.
The terrain map size is 512 miles so    512 X .04 = 20.48    
20.48 divided by 2 = 10.24 which is the center of the terrain map.

     

YOUR QUESTION 3:

"In the guide for dummies I cannot generate an pure water only grid as shown........... (when next to two grass grids)it continually inserts an interface (beach) grid in that place. What am I doing wrong."

MY ANSWER:

Camo (LLv34_Camouflage) posted this message and others like Nuttz added to it for some information that may be useful to you.
 http://bbs.hitechcreations.com/smf/Smileys/default/Forum55/HTML/000080.html

Others add some info. and it led to other links.
 http://bbs.hitechcreations.com/smf/Smileys/default/Forum55/HTML/000088.html  
 http://bbs.hitechcreations.com/smf/Smileys/default/Forum55/HTML/000224.html

May be this will help answer some of your questions.

YOUR QUESTION 4:

If I were to add new tiles to give me more choice how do I add them to the Terrrain menu list?

MY ANSWER:  

Right now you can only use the texture  terr0000 to terr0020.
Terr0018, terr0019, and terr0020 are the textures that deal with the water texture terr0000.  My answer for question 3 with the links should help here.

YOUR QUESTION 5:

"when using mapmaker and importing stuff from the GSO site can I merge two GSO "maps" together if the terrain I want crosses the borders of the "maps"?"

I have know Idea, I haven't tried the program yet so I see that Viper had answered it so or may answer more questions!

Or you can do a search in this forum to see if their are other posts to help you.
 http://www.hitechcreations.com/cgi-bin/ultimatebb.cgi?ubb=search


P.S.  No dumb questions here, I learned alot by watching the posts and answers by others.

Pokie

[ 10-30-2001: Message edited by: pokie ]

[ 10-30-2001: Message edited by: pokie ]

Offline Tilt

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Dumb questions
« Reply #6 on: October 31, 2001, 12:45:00 PM »
[1) What version of the editor are you using?  1.03 or editor2 ( which I guess is version 2.00 )


Right now I am not sure except that i have only just downloaded ti from the download site.

YOUR QUESTION 1:

What grid square are you working on that gave you this problem?
And was the surface flat?

I think not now thx (I have this habit of hitting the right mouse button quite often by accident)

I tried your test you have identified my fault what I do not know how to do is reset every thing to zero.
 
       

I do not have the lower help menu on my editor or scroll keys on the map

YOUR QUESTION 3:

Ok thx i understand nutzz's answer and have printed it out

YOUR QUESTION 4:

If I were to add new tiles to give me more choice how do I add them to the Terrrain menu list?

MY ANSWER:  

Thx


YOUR QUESTION 5:

I "hope" mapmaker is going to save me an awful lot of time.


Thx for helping with my questions guys I can only promice that I will be back with  more.


Tilt

(AH editor apprentice)
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Offline pokie

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Dumb questions
« Reply #7 on: October 31, 2001, 06:06:00 PM »
Hello Tilt

Here the editor2 which is an add on to your editor version 1.03
 http://www.accesswave.ca/~tscott/AH-stuff/AH-Editor&Stuff/AHEDIT200.EXE

Some people can get it to run so cross your fingers and hope it does for you.

Also here is the editorhelp file that Snoopi corrected for wordpad so the pictures show up.  
 http://www.accesswave.ca/~tscott/AH-stuff/AH-Editor&Stuff/editorhelp.zip


Pokie


EDITED to put this here.

I tried your test you have identified my fault what I do not know how to do is reset every thing to zero.

Set Alt to 0 (zero)

Left click mouse button and drag the mouse pointer over the grid squares, has many as you want.

You see several blue and green crosses.

Then Right click the mouse button.

All the cross points will go to "0" altitude.


Another way is to make another terrain and copy the .elv file and rename it and place it in the terrain you want all back to 0 altitude.

Plus like Nuttz said in another post about the bmp2map maker is that you can easily change the altitude of your terrain until your happy with it.

Pokie

[ 10-31-2001: Message edited by: pokie ]

Offline WW

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Dumb questions
« Reply #8 on: November 02, 2001, 02:06:00 AM »
For what it's worth, I just started using the map utility today.

First time out, following the downloadable docs, eveything is water with a tower in the middle. I look for the suqare 10,20 - 10, 26 and there aint one?? all I got is 10,18 - 10,26 or 10,22 - 10,26. So I say "docs must be old" and place my texture. It lands 1 block south and 1 block west.

I loaded a brand new map and bobs your uncle, the numbers that are supposed to be there are and the patches land properly.