TiTo Partija

 

 

 

 

 

 

 

 

If you are having problems with the visitor tutorial by Kegetys it probably is because of two reasons.
First one is that config.cpp is flawed, the second is that tutorial is for well tutorial island. Because it
doesn't say how you add textures from data.pbo. And call me crazy but I don't have 3ds max to make terrain
This is not a complete tutorial, this is an additional to Kegetys. English is not my first language so I don't care
if I misspelled

How to make your own map from scrath, there are several ways offcorse, but 2 of witch I know the long and fast
way.

Long one, much better one: Follow the Wrpedit tutorials wich you may find in ofpec.com and other editors sites,
my favorite is the video tutorial by SFG. When you have come to Wrpedit where you have a surface, water and a single
texture get back to this tutorial.
Well, that wasn't long. In Wrpedit make your make as good as you want it, and with that I meen hights, with Ctrl+Z
and Ctrl+X. Make flat surfaces where you want the villages and cities to be, this is simpler to do in wrpedit.
When you have completed it then it is time to export. Export it to .txt format. Download txt2ase program, it is
perfect for this job. Open the program if you dont know how to use it click on Please help I don't know what to do!
It is simple: Imput file is your map.txt file and output you just click search and type in a name. Click start conversion

Open up Visitor, click new and OK, Import and find your file. At this moment you follow Kegetys tutorial.

The fast way to make terrain is with Colonel Klinks Tutorial

And oh yes the flawed config.cpp I have put a config file in the tutorial map, just change stupidcrap with the name of your map.
When you see this:

{
name="crappyplace";
position[]={5960,2321,50};
};
class crappy
{
name="public toilet";
position[]={9002,2026,50};
};

crappyplace is the text that shows up in the ingame map, townames. Change the name and class and set your own coordinates.. coordinates you can get easy
with Visitor, just dubble click where you want the name to be and a little square will show up, at the bottom coordinates will show up7788:3334 and hight
34,6674


Tips and tricks by TiTo:

Well aint it great that BIS didn't translate the entire program and that we can't translate it for them.
pojmenovane oblasti = named areas
klieove body = named points
pojmenovane objekty = named objects
animace - snimky = animations - frames (but this feature is really is very old and we never really used it... we did animations in completely different way)
Source Maruk


Download from CIA references to work with, objects and textures.

Use Wrpedit side by side of Visitor and open a official map with wrpedit so you can see what some objects are named.

Want to make a map with Resistance objects? Unpbo o.pbo from ofp/resistance/addons to buldozer/o
Ten change system and project preferences to look like this.

 

 

 

 

 

 

 

 

 

 

 

If you are tire of using selection tool to place textures even if it is one grid then do this: Klick on textures button on the top panel, select the texture you want to place from the left
panel and right click on the grid you want to place it with, this is much better then to use selection tool.

Whats does this say and what does it do?

When you select an area with selection tool and click on Tools -> Change hight, and wonder what these options will do.

First Mini will change the hight to the minimal hight that is within the selected area.
Stredni will flatten it to the middle
Max will change it to the maximal hight
Prum will change to somewhere in the middle
With Vy you can change the surface to hight of your choice ex. -20 or 600, it will change the entire selected are to the hight
Trans not really sure, but has something to do with intervals between hight ex. from -80 to 200

What does the numbers to the right meen and why cant I change them? Those numbers are the hight that the selection is going to change into ( ex. as it says in the picture
if you select mini the entire selected are is going to change to 8,22 meters.

You see there is a problem with this tool, it has a marigal, I belive it is 0,5 meters or more, because it doesnt make the area entirely flatt.

Texture manager and texture analysis are great tools, when you are done with a map use texture manager to delete textures that you are not in the map and you do
not want to pbo them. Texture analysis will let you know what textures are used and how many times.

Quick FAQ.

Having problems with textures ingame and in buldozer? First thing is that maybe you havent put in project preferences or in system prefereces correctly, please dont try to
experiment that will only complicate things, put correct folder path. There might have been problems with unpacking the pbo file that might also make error. Those where the most common misstakes, rare are that you migh not have unpbo data.pbo with textures
in to the folder with the wrp file, to explain simply... put texture files .pac and .paa files in to buldozer/mapfolder. As you work with buldozer you will notice that it sometimes
takes time for textures to appear and just be paciant, I usually place object untill texture appear.

Roads break up? Roads break up after you change elevation near the road, just make finnish the elevations and textures and place the roads the last.

 

 

Got a problem with this tutorial? email first here then email me