Napoleonic Wars: Scening Support

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lord_olafson 说:
filling the largest map size with destructible buildings will cause a server crash for sure.

The reason why I've picked this example is because I want to try making a siege map, where the town houses and castle should be pretty close to each other.
The story behind this is that people would first live pretty far away from the castle, but over time start living closer and closer. (ie. same thing happening with people building their house -outside- the walls for room)

Ofcourse I wont litter the map with houses, but I'm curious how much is too much. (beauty comes from the small things tho)

Having a lot of houses, several broad roads and a 'regular' castle should make an interesting map with multiple choices during battle.
 
Placing too many cannons is not ideal. Never place more than 20. Wall however can be used in masses. I wouldnt say that the limit is low, but you certainly cannot fill up the whole map with buildings. I think what you want todo is totally fine.
 
How can i transfer a map to a different name, because i made a map for conquest purposes and yet i accidentally made it on a map that does not do conquest :S, any way to rectify this situation?
 
Out of curiosity, what exactly happens when you resize destructible objects like walls?

The prop is switched out for the next level of damaged prop at the same scale, so no worries.

How can i transfer a map to a different name, because i made a map for conquest purposes and yet i accidentally made it on a map that does not do conquest :S, any way to rectify this situation?
  Overwrite a map that is set for conquest mode by copying over the terrain data and renaming the appropriate .sco file, I believe.  If there is a more elegant way to do this, I wish I knew it!
 
Spamming this thread and it's not Napoleonic Wars related, but is there any guide related to terrain elevation and such?
Just can't seem to use the Ground Elevate tool correctly. On all kind of different settings I have to right click and wiggle my mouse to see if it does something. Almost never it actually raises/lowers where I want (on free space / at buildings / etc).
It seems like lag, but I have a changing fps from around 100-120 and everything else just responds fine.

Would love it if there is a way to just import a height map tho.
 
WDMeaun 说:
Spamming this thread and it's not Napoleonic Wars related, but is there any guide related to terrain elevation and such?
Just can't seem to use the Ground Elevate tool correctly. On all kind of different settings I have to right click and wiggle my mouse to see if it does something. Almost never it actually raises/lowers where I want (on free space / at buildings / etc).
It seems like lag, but I have a changing fps from around 100-120 and everything else just responds fine.

Would love it if there is a way to just import a height map tho.

Sadly, a guide wouldn't help a lot ... you'll get used to it eventually mate just keep on trying.
 
After all it's all about pratice. Just keep trying things out, and you will soon enough get the hang of it. Believe me :wink:
 
Question. Are the custom maps that I edit just placeholders? When I move them into my server I can't seem to run them. I know how to do it the old fashion way of replacing maps but I was wondering if you can use the customs as something different.
 
What is the most common way for you people to start on a map?

As the ground elevation seems to be the only difficult part to me, I am thinking of getting the terrain basically done first.
(making a flat hill for the keep, clearing terrain for the lake/river/moat, making the global terrain a bit bumpy, keep flat areas free for houses and level/raise the areas for roads)
This looks to be doable, but is this also similar to your map making methods?

I had so much trouble changing the terrain at scene objects that I'm already 100% sure I will mess things up if I have to change the terrain after placing most objects. (I'm afraid that this will happen: loading map - try raising elevation - fail - quit w/o saving - try again - repeat 99 times)

I'm confident that I wont have any trouble texturing it all, so it's really just the elevation part that's killing me.
 
WDMeaun 说:
What is the most common way for you people to start on a map?
I usually set ground elevation 'level' tool with a 100 radius on level 2 and sweep it across the whole map when I make a brand new map. With level 2 height you don't have to dig that low into the ground to implement rivers, lakes w/e.
 
SvenssonHD 说:
WDMeaun 说:
What is the most common way for you people to start on a map?
I usually set ground elevation 'level' tool with a 100 radius on level 2 and sweep it across the whole map when I make a brand new map. With level 2 height you don't have to dig that low into the ground to implement rivers, lakes w/e.

I picked a similar way, using 3 metres as default height and 5 metres as default height for a different part on the map.
I've found out what I've been doing wrong with the ground elevation tho.

1. Any brush size smaller than 4 gets ignored (atleast here it simply wont raise/lower terrain with a brush size too small)
2. I need to use a top-down view to edit terrain, rather than a zoomed in view.

So I would already like to give everyone my thanks, who have been helping me. I actually managed to get all the information and have a map on the roll.
(already figured out moats/working boats/spawn points/etc).

I'll keep the thread close by in case I might be able to help another.
 
I've been having some problems trying to install swievel cannons for defenders in a siege map.

When I place the cannon, it looks like this in scene editing mode:



However, when I go to test the map in siege mode, two things seem to happen.  The cannon wants to choose its own elevation that is typically about a foot above whatever surface I have it above.  Second, the ammo box seems to go crazy and chooses a rather strange orientation, as seen below:




The swievel cannon is in its native scale, 1x1x1, and is only rotated about the ground (u key).

Does anyone else have these problems and know how to deal with them?  Thanks!

EDIT:  I seem to have managed to get them working.  Swievel cannons seem to spawn higher than where they are placed in scene editing mode, though a fixed amount (amount as high as the cannon itself.)
 
Yes CK, you are right.

Go check out the swivel guns inside the houses in Avignion and switch from Scene Edit to Siege Mode and back to get a better idea.
 
How will the actual contest happen? As in, if I submit 4 maps, will all the votes from those maps be translated as a vote for me, or are all the maps running as individuals? Im asking because Im having to decide between two maps to make this week, and I need to know how the voting works in order to make the decision.
 
The contest is on maps not on mapmakers.

So if you submit 100 maps you could have 100 maps that go inside the pile of things we go through to select the top 10 that people can vote on.
 
So, in theory, make 10 super awesome maps that FSE selects for voting, and you have a guaranteed win!

In theory, anyway.  Pretty sure it's been stated only one prize per person, though.
 
What about this than?

Refleax 说:
You are only entitled to win a single price but this doesn’t mean that your other submissions will go to waste.

If the other submissions meet our standards they will also be implemented in the DLC.
 
Seems a bit of a conundrum here:

Goal A:  Win a prize.
Strategy:  Devote all your time to one awesome map that wins one of the three prizes.  Do not submit other maps that might take votes from your primary one.

Goal B:  Get content included in DLC.
Strategy:  Make multiple good maps.  But if voting is based on map, you risk diluting the votes cast for you and may win nothing.

Possible hybrid solution:  Submit all your maps for consideration for DLC but request that the FSE team only judge one map for the top 10.

I trust the team's good sense in how the contest is being run, however, and my primary motivation here (as I'm pretty sure it is for everyone who has thus submitted maps) is Goal B.


 
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