Unofficial Mapmaking Thread (focused on PW but not only)

Users who are viewing this thread

Status
Not open for further replies.
NOVICIUS said:
MY SECOND QUESTION:

Why my char is "drowning" in terrain in some places, on the side of mountains, usually. What have I done wrong?
if you put terrain over or under them thye might get stuck - just jump - if youve done that you can still fall through the world in some spots, simply save, exit and reenter the map (or just go admin pannel and start map again for a refresh) - not sure exactly what id does code-wise but i guess it just confirms the terrain and objects to make them work properly after its been verified.
 
Don't know what exactly you want to archive, but I suggest not using water_river prop for anything. There are two reasons:
-most players (even those with good computers) play M&B on dx7, and water_river looks just awful there
-there are rumours that this prop cause some bugs.... I can't confirm it, even after playing with it on unreleased version of Valhalla map...

Also - If you want to change globally level of water, it can be done through module system or scenes.txt (I might be wrong, but there were "water level" somewhere there)
 
on oceania, if you want water just set to -1 or less, dont both with water_river - it doesnt slow you down or anything - though if you need it for unreachable ponds high up or such then it should be fine.

i guess you could make a waterfall with it but i tried and theres no way to make it look good :P
 
From my observations - Weight multiply how much you elevate/colour/texture for whole brush, while hardness do the same, but only to brush edges.
pick that my help understand:
beztytuurxh.jpg

Personally I like like large brushes (30+) with max weight (100) and minimal hardness (0) for making mountains - with too much hardness you got plateau rather than alpine-like pointy mountains.



EDIT: Yet another tip for you - if you open edit mode while beeing spectator, you can't go through horizontal surfaces (from above) or terrain mesh. But if you open edit mod while beeing spawned troop, you can fly wherever you want without any problem (but you still can't fly through skybox...)
 
any of you know how to get passages to work? ive tried so many times in so many combinations but i cant do it :P

also, are there any unbreakable, undamagabled (so as to not get glitched) metal gates that you know of? (not portcullis that reqcuires winch - just doors that dont get hurt but still open).

 
NOVICIUS said:
What is the best way to made tunnels in mountains, caves, undergrounds ?

cut "holes" in the mountain you have (make ground go lower) - go to place objects, plants , Valleyrock_big or something similar - place them about to make a cave - dont forget if you want to save on objects to make the rocks bigger ((once you place an object click it (right click) and on the left nexto the Y,X, and Z positions is the scale to increase size - its a bit of a ***** to get it just right cos you can only change size after you placed it but meh :P ))
 
No, do not start whining to Laszlo. We are perfectly aware of many things that could improve the mod, and have been for longer than most of you, I would guess.
 
NOVICIUS said:
Vornne said:
No, do not start whining to Laszlo. We are perfectly aware of many things that could improve the mod, and have been for longer than most of you, I would guess.
Splintert said:
well whining is equivalent to some peoples' suggestion methods..

how long have you been here?

I don't want to whine. I want help myself end others with making own map. Please do not spam this tread with some arguments about who is longer. If you are experience one just help with advice and tip. That would really help such a nob like myself :mrgreen:

So... I got basic terrain done. I was thinking about hole in the ground which would lead to underground cave. I have 30meters to go down. Can I use prison staircase (like in green castle in Laszlo Map). Can I use one on top of other? If making it longer (size it) will destroy texture? Can I put some barriers around, so when I modify ground again I can be sure it will not go through the object but will go around it?

One big question: In which point I should start to worry about future lag? I saw very nice map with comment: not playable. How to find the balance? Is fact that you can see from one end of my map, other end, will be a problem? Is placing waterfall make my map more laggy?

PS. If you have some other advice, tips or opinion about the map making... It would really help

you can stretch any item alot - and if you keep the ratio balanced the texture will be ok - if its for a house 10x the size of the house whatle happen is all the bricks and tiles will just be really big - it should be fine for an underground tunnel though, dw about it.

im not sure what makes it lag so much - i know players make it lag, but i also know that oceania lagged alot more than my world tree map - which is wierd cos mine has atleast 4x the ammount of trees oceania did.. so maybe its the scripts for items? :S
 
I never actually whine. It's just reminding once for a while about most important (IMO) features, or those related to actual topic. Trying to affect your subconscious, you know ;)

Novicious - By "prison staircase" you mean dungeon_tower_stairs?
"Can I use it?" - Yes, but I suggest not to - it have ****ed up collision meshes. But if you really need to...
"Can I use one on top of other?" - not directly on of top of other - AFAIK they aren't open to top and bottom. But you can do it indirectly - lowest door of first connected with highest door of second.
"If making it longer (size it) will destroy texture?" - for some props stretching is very bad idea, inter alia stairs. Too big looks like made for trolls, to small just ugly
"Can I put some barriers around, so when I modify ground again I can be sure it will not go through the object but will go around it?" - err... sorry, but I don't understand this question. Explain please (może być po polsku :P)

About lags - place all props important for pure gameplay and test map. If FPS is better than VoS, than you can place some eyecandy, furniture, additional trees, ect.
 
Czyli dobrze zrozumiałem po angielsku - tak sie nie da. Edycja obiektów jest zupełnie niezależna od edycji terenu.

A optymalizacja to tylko kwestia wyczucia - tego sie nie da opisać. Włączenie wyświetlania FPS-ów pomaga temu wyczuciu.
 
Mountain don't change FPS at all - always same amount of polygons. Outer terrain beach may cause some lags, but only with dx9 (animated textures, reflections) - with dx7 difference isn't that noticeable. 
Reason why it lags more when you're far away from town (facing the town) is that you can see whole town (which is bigger FPS eater), and while you're inside the town you can see max half of it + some forts and other places outside town (but they don't have that much polygons).
Eyecandy stuff aren't more dangerous than i.e. buildings, but for sure it have less gameplay value for the same performance cost.
It would be great if someone could make invisible lods for scene props - combined with fog (so you can't see that far away castle disappear) it would allow for really big map without lagging like hell. Maybe even max possible size (4x VoS or Oceania size). So... anyone have too much spare time for really easy task? :P
 
Limiting view (by cutting line of sight with obstacle, i.e. mountain) do not help FPS - M&B engine render all objects, even if you can't see it.

To edit outer terrain (things outside the map) you have to change scenes.txt or module_scenes.py (first one in this situation, second if you make your own mod)
scn_multi_scene_2 multi_scene_1 256 none none 0.000000 0.000000 700.000000 700.000000 -100.000000 0x0000000330000500000d234800002ff9000077f3000021d7
  0
  0
outer_terrain_beach
 
NOVICIUS said:
It maybe a big question:

How you open interiors? winery_interior;mill_interior;smithy_interior; etc
Can you do that?
Char can go in, but can not go out. Any way around it?

You aren't meant to use those for anything specifically, but if you need to use it the only way out of it would be to clip through the wall. You'd have to make some sort of ramp that had a barrier above it and as you walked up it you clipped into the barrier and it forced you out of the room. This would take a while to get right and then you'd have to figure out how to make people aware of it.

- is a barrier
\ is the ramp


-------
\
..\
....\

The player would need to be pushed up into the barrier while moving both forwards and upwards at the same time and it would clip through the wall.
 
Two possible ways:
-open models (and hit boxes) with 3d modelling program (i.e. wings 3D) - no that, just delete doors. Than ask Laszlo to add your new model to PWMOD.
-wait (don't whine! or Vornne beat you ;P) for passages/dungeon system similar to FPW

maybe don't use clipping -sometimes it crash the game.
 
Status
Not open for further replies.
Back
Top Bottom