Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: ink on April 03, 2011, 12:04:14 AM

Title: TE suggestion
Post by: ink on April 03, 2011, 12:04:14 AM
well i've been using it for a few days now.....and I can see why there are not more people using it to make terrains.

if there was a way to allow the edit window to show more then just 1 square mile sectors, it would be feasible....but as it stands now, no frigging way :furious

im still gonna mess around with it but....until that's fixed......they will be small offline maps  :rolleyes:   
Title: Re: TE suggestion
Post by: jimson on April 03, 2011, 12:25:13 AM
If you would like to get a smaller map in play, the AvA loves 128X128 and even 64X64 maps. Not a bad way to get some exp before tackling a large map.

If you have an idea for something of an historical or semi historical nature, USRanger heads up the AvA terrain team.
 :salute
Title: Re: TE suggestion
Post by: ghostdancer on April 03, 2011, 05:58:10 AM
On the edit window you will see a slider control called ALT. Move the slider all the way to the top and it zooms you out and you will see more than 1 square mile. Roughly you can zoom out to see about 10 sq miles by 10 sq miles.
Title: Re: TE suggestion
Post by: mrmidi on April 03, 2011, 08:34:50 AM
Or you can hold down the shift key and right click and hold the mouse button and as you move the mouse it will zoom in and out.

Holding down the ctrl key and doing this will move the editor window side to side and up and down.

Don't give up now bud you've come to far.

 :salute
midi

Title: Re: TE suggestion
Post by: ink on April 03, 2011, 01:43:35 PM
On the edit window you will see a slider control called ALT. Move the slider all the way to the top and it zooms you out and you will see more than 1 square mile. Roughly you can zoom out to see about 10 sq miles by 10 sq miles.

ya I figured that one out :D when you slide it all the way out/up  your still only able to see barely over a sector in size, and the terrain "brush" is tiny.....

Or you can hold down the shift key and right click and hold the mouse button and as you move the mouse it will zoom in and out.

Holding down the ctrl key and doing this will move the editor window side to side and up and down.

Don't give up now bud you've come to far.

 :salute
midi

I learned these two controls by your tutorials :aok

im not gonna stop messing with it, I still really want to make some MA terrains...and now maybe they will be for the AvA :lol   speaking of AvA maps they should be two sided right not three?

my point is you cant see the whole map, and when HTC has such strict rules governing the MA maps....well damn it all let me see the WHOLE map so I can make it all equal.....

another thing I thought of while I was laying in bed....ya that's how much this thing is on my mind :rofl     

when we first start a terrain we should be able to make it ALL land instead of water, this would allow for much easier mass land creation.

these two things would improve the usability in a huge way

1-allow a much wider view in the Edit window...IE  the whole map
2-the ability to make it all land at the creation of the terrain


these two minor changes would make a Major improvement in the usability...

who is the guy that has charge of this at HTC?   
Title: Re: TE suggestion
Post by: jimson on April 03, 2011, 02:07:59 PM

   speaking of AvA maps they should be two sided right not three?


You do need to represent the third country, but it doesn't have tbe an equal number of bases.
Title: Re: TE suggestion
Post by: mrmidi on April 03, 2011, 02:13:00 PM

1-allow a much wider view in the Edit window...IE  the whole map <------- Probably not gonna happen

2-the ability to make it all land at the creation of the terrain

Number 2 is quite simple to do actually.

1. Export your water to bit map.
2. Open the waterd.bmp file in the newly created "imptexpt" folder  (quite a large file btw 16384 x 16384 pixels   256megs)
3. Select the entire image and fill it with RGB value 255, 255, 255  (All White)
4. Save the image
5. Open the "gndtype.bmp" file
6. Select the entire image and fill it with RGB value 17, 17, 17 (grass tile)
7. Save the image
8. Now start up the TE and load your terrains .oba file again.
9. Import your water bit map file then save.

Wolla  you now have a terrain that is all land with grass for the terrain.

 :salute
midi

Title: Re: TE suggestion
Post by: ink on April 03, 2011, 02:29:41 PM
1-allow a much wider view in the Edit window...IE  the whole map <------- Probably not gonna happen

2-the ability to make it all land at the creation of the terrain

Number 2 is quite simple to do actually.

1. Export your water to bit map.
2. Open the waterd.bmp file in the newly created "imptexpt" folder  (quite a large file btw 16384 x 16384 pixels   256megs)
3. Select the entire image and fill it with RGB value 255, 255, 255  (All White)
4. Save the image
5. Open the "gndtype.bmp" file
6. Select the entire image and fill it with RGB value 17, 17, 17 (grass tile)
7. Save the image
8. Now start up the TE and load your terrains .oba file again.
9. Import your water bit map file then save.

Wolla  you now have a terrain that is all land with grass for the terrain.

 :salute
midi



1- :cry :cry :bhead :(
2- oh dude very sweet :aok    im gonna start workin on that now :aok


EDIT-well I thought my system could handle this, I guess not, when I try to change it to 255,255,255 I get system memory error, gonna try again in GIMP but so far "paint" and "photofiltre" will not change it.

I have a duel core
2.9 ghz
4 gig ram
running a duel boot with XP and 7  tried it in both OS's no luck



EDIT again :D- GIMP did it :x


edit-  well its not water, but it aint grass ether  :headscratch:
Title: Re: TE suggestion
Post by: ink on April 03, 2011, 05:13:26 PM
this is what I got, be great for a winter terrain :D...what ya think I did wrong?

(http://i178.photobucket.com/albums/w246/fieldsofink/grass.jpg)
Title: Re: TE suggestion
Post by: USRanger on April 03, 2011, 05:26:10 PM
Open the "gndtype.bmp" file
Select the entire image and fill it with RGB value 17, 17, 17 (grass tile)

You are seeing the deep water texture.  Re-check your grndtype.bmp & make sure the entire thing is RGB 17,17,17 for grass.  Make sure it's saved as an 8-bit .bmp.
Title: Re: TE suggestion
Post by: ink on April 03, 2011, 05:32:42 PM
Open the "gndtype.bmp" file
Select the entire image and fill it with RGB value 17, 17, 17 (grass tile)

You are seeing the deep water texture.  Re-check your grndtype.bmp & make sure the entire thing is RGB 17,17,17 for grass.  Make sure it's saved as an 8-bit .bmp.

cc that, I never saved it as 8-bit :o
Title: Re: TE suggestion
Post by: ink on April 03, 2011, 06:01:13 PM
 :x :x :x


 :rofl  oh my word I feel like such a nerd :rofl

I just got a reflection of what im doing......wow i've come along way from the person I used to be :rofl



but ya thanx Ranger that did it now Im all grass :aok
Title: Re: TE suggestion
Post by: ink on April 03, 2011, 08:16:00 PM
ok I got an idea from changing the water to grass......

I have an image I think would make a good map, but because of the way the edit window is WOW what a pain, is the a way to create the land mass ahead of time?

the same way that changed the water to grass...im thinking out loud here.... :headscratch:
Title: Re: TE suggestion
Post by: ImADot on April 03, 2011, 09:33:04 PM
You can use a paint program to create the landmass, water and groundtype maps.  I prefer starting with no water or land textures - just the elevation (landmass) map.  There's some good texture info in the readme that's in your TE install folder.  But to get started with the basic features...

For maps smaller than the max 512-mile terrains, you would only use the center ###x### of the actual image size - don't forget to use Grayscale mode and (if available in your editor, sGray color profile):

Elevation Import always 1024x1024
512 map - 1024x1024
256 map - 512x512
128 map - 256x256
64 map - 128x128


gndtype.bmp always 4096x4096
512 map - 4096x4096
256 map - 2048x2048
128 map - 1024x1024
64 map - 512x512


waterd.bmp always 16384x16384
512 map - 16384x16384
256 map - 8192x8192
128 map - 4096x4096
64 map - 2048x2048