Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Tilt on October 08, 2002, 06:02:02 PM
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I expect NUTTZ is typically way ahead of me but if we took stuff like pizza, lake and lava (ie near full tile) and with collide switched off layered them one above another.................
could we make a forest or a field of tall grass.......that GV's travel thru but can be seen only with difficulty........... I s'pose it might be FR hell................. i dont have the graphic skills
If workable i have an application on a scenario terrain I am building that could really use this...........
I guess it would have to be a flat forest.............
Oh and can someone remind me what the object properties of an "officers club" are? and now we have "structure" what is "bombable"
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LOL, i'm WAY past that point............I did that with a vietnam map I made awhile ago, you should see what i have up my sleeves now:)
like i said in another post , you guys can skin the planes, I went in a completely different direction.
NUTTZ
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Originally posted by NUTTZ
I did that with a vietnam map I made awhile ago, you should see what i have up my sleeves now:)
You were re skinning objects a while ago?:)
Do I have to go through the same learning curve or can you proffer some advice......?
My first attempt with lava ended up with some very translucent triangles.............(I was simple copying the tile pattern onto the lava.bmp and blacking out the gaps between bush lines on the lava_a.bmp{rest was white})
.....I think for my purposes a forest format that stuff can hide in would be enough..............I do not want to overload the terrain with such objects............just place some between spawn points and fields.
Looking forward to what I should see.....:)
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you could use the snow texture remade as grass, etc. and use the pizza as the Clutter Object
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NO, I wasn't skinning stuff, BUT i was using the Vehicle field void and raising it 40 feet above the terrain for GV cover, Now that I have reskinned it with forest and placed it over forest tile,It now is very hard to see the GV's. Want to see a screenie? The vehicle hanger roof mesh gave me the idea.
I've also made bridges last year that are workable, Alot of people have seen this and even flew under/over, and drove gv's across. Screenie?
Sofar with the new editor i have reskinned the lake, barn, roofs hangers even snow capped the leaves on the trees for my winter sets. I'm making bare trees for harsher winters.
I won't be doing plane skins just yet, althou my resourses for photos is in place, theres just too many ground objects i am reskinning now.
The one problem i have is the TE crashes my terrain with all the changes , so i am transferring them to another map to see If it was something i changed.
NUTTZ
Originally posted by Tilt
You were re skinning objects a while ago?:)
Do I have to go through the same learning curve or can you proffer some advice......?
My first attempt with lava ended up with some very translucent triangles.............(I was simple copying the tile pattern onto the lava.bmp and blacking out the gaps between bush lines on the lava_a.bmp{rest was white})
.....I think for my purposes a forest format that stuff can hide in would be enough..............I do not want to overload the terrain with such objects............just place some between spawn points and fields.
Looking forward to what I should see.....:)
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terrain crashing?
maybe due to what Skuzzy just posted?
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I can drop this over any tile, heres the forset tiles with the lake object over it:)
(http://www.GraphixOne.net/images/lake.jpg)
NUTTZ
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is that the 'layered' forest you were speaking of.
or the lake is the 'layer' above the forest tile?
hard to tell from the pic but things are looking sweet!
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Originally posted by NUTTZ
NO, I wasn't skinning stuff, BUT i was using the Vehicle field void and raising it 40 feet above the terrain for GV cover, Now that I have reskinned it with forest and placed it over forest tile,It now is very hard to see the GV's. Want to see a screenie? The vehicle hanger roof mesh gave me the idea.
I've also made bridges last year that are workable, Alot of people have seen this and even flew under/over, and drove gv's across. Screenie?
Sofar with the new editor i have reskinned the lake, barn, roofs hangers even snow capped the leaves on the trees for my winter sets. I'm making bare trees for harsher winters.
I won't be doing plane skins just yet, althou my resourses for photos is in place, theres just too many ground objects i am reskinning now.
The one problem i have is the TE crashes my terrain with all the changes , so i am transferring them to another map to see If it was something i changed.
NUTTZ
Thx
I have used lake at 5,10,15,20 ft and mixed it with a pizza at minus 150 and a lava at 0 feet thats 6 objects and its still a bit too translucent............... I'll try snow cap and see if its better.............i dont like the side profile given by pizza although it does warn of a "masked area"
I have a working bridge......... every thing drives over except an LVT.............. no tile edge infringement......very usable not perfect only 8 objects and some pylons..............
I would like to see your forest cover...........can you change the translucency by changing the mask picture.......(eg LAKE_a.bmp)...... in this I have just blacked out the areas of forest representing path ways or forest thining and left the colours in.................
Your .res is gonna be big is you have a decent clipboard map...........mines already 3MB
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They did add 2 more clutter shapes
GC019 and GC020 which are tees that its worth looking at.
Here is a list of new stuff added to the editor.
109E4
110C4
110G2
163WL
A20G
A6M2
ARFLASH
BOSTON3
D3A1
F4F4
FM2
GC019
GC020
HURRI1
ME163
P40B
P40E
RADRTWR
RCKT2
RCKT2A
RCKT2L
RCKT2LA
RCKT2RA
REVTMNT
SBD5
SC100
SC100A
SC100L
SPIT1
SPIT14
SPITRLA
TWINPOD
Here is the full list of available items in the editor.
http://accesswave.ca/~tscott/AH-stuff/AH-Editor&Stuff/Shpfilter/shpfilterVer2.10P8.exe
P.S Good stuff you're doing Nuttz, saw some other stuff that you posted. :cool:
Pokie
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Originally posted by NUTTZ
NO, I wasn't skinning stuff, BUT i was using the Vehicle field void and raising it 40 feet above the terrain for GV cover, Now that I have reskinned it with forest and placed it over forest tile,It now is very hard to see the GV's. Want to see a screenie? The vehicle hanger roof mesh gave me the idea.
I've also made bridges last year that are workable, Alot of people have seen this and even flew under/over, and drove gv's across. Screenie?
Sofar with the new editor i have reskinned the lake, barn, roofs hangers even snow capped the leaves on the trees for my winter sets. I'm making bare trees for harsher winters.
I won't be doing plane skins just yet, althou my resourses for photos is in place, theres just too many ground objects i am reskinning now.
The one problem i have is the TE crashes my terrain with all the changes , so i am transferring them to another map to see If it was something i changed.
NUTTZ
Oops, you broke it;)
When's your site going to be up anyway? and is the tunisia terrain with the bridge version going to be on their?
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Nuttz has shown me the light :)
prolly won't see me for a month or two now! lol
(can you hear the gears turning?)
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can someone tell me how to utilize the alpha channel in bitmaps..
I.E. like the lake1a.bmp that goes with the lake1.bmp.
I know it controls transparency but I don't know exactly how to edit my own and make sure the alpha channel works the way I want it to. I'm using Photoshop if that helps anyone explain.
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quite simple, the alpha channel is a greyscale. The black area on the alpha channel will become transparent in the game. the tile .bmp ( whatever tile you have the lake over) will show threw in the black area.
NUTTZ
Originally posted by Wlfgng
can someone tell me how to utilize the alpha channel in bitmaps..
I.E. like the lake1a.bmp that goes with the lake1.bmp.
I know it controls transparency but I don't know exactly how to edit my own and make sure the alpha channel works the way I want it to. I'm using Photoshop if that helps anyone explain.