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ZiRo

Surface elevation interval

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i want to automatically place my beaches, i cant select my entire beach, it would take forever.

how can i do it? btw, i made my own textures, they rock ;)

-ZiRo

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In this small explain my map is -200 deep and 300 high. And I use resistance textures from 0.pbo.

Make a new terrain type in textures menu for example terrain.

Then add a new surface and input name  for example sand. Add sand texture for example ps. (I'm explaining this carefully. Everybody don't know how to do this   wink_o.gif ). It really makes things easy to give sand a color (yellow).  Then surface elevation interval something decent like from -200 to 50. Then click ok. Add a new surface again to your terrain. Let it be grass. Add a new surface, grass. Give it a texture for example b1 and change color to green. Then surface interval from 50 to 200. Ok. Add a new surface cliff and name it cliff, texture l1, color gray. Interval from 200 to hmmm 260. Then you might want to have ice/snow on top of your terrain. Add snow surface and give it a texture n1 and a name snow. Interval would be 260 to 300. And a cool thing is to make a steep part of map have a cliff texture. Add a new surface name it steep_cliff and give it a texture l1, and color gray. Now give steep_cliff's interval from -200 to 300 and set now surface angle interval from about 45 degrees to 90. That should give a clif texture to slopes that has over 45 degree steepness. Thats it. Terrain is now done. Now you have to add it to your island. Select texture editing ( krajina-textury from left side scroll menu). Select entire map, Ctrl+a or Edit> Select entire map. Now you have to click choose your terrain in this exlain its called terrain. Then Terrain type fill. Now Visitor calcuates and voila. You have nice and easy texturing on your map. You can always make changes in Texture menu and selecting terrain and edit surfaces. Thats it. Hope this helps.  biggrin_o.gif

Edit: Hmmm. I don't even know is this "correct use" but it works smile_o.gif .

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Can you explain?

On my Island I took the same textures. In which order I must set the textures?rock.gif Sand, Grass, Stone, Snow or what?

Always getting the same result. I took sand(-50 till 15) and the whole Island has texture sand... ok. Then I took Grass (15 till 300) and the island has grass but at the beach there are white textures sometimes!!!!

If I took stone after all, there wont be any grass!

And can anyone plz explain the 3 buttons "Texture fill" "Surface fill" and "Terrain type fill"?

I dont know when to use which of these buttons...

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Ok I made a tutorial from Interval Texturing in Visitor.

Go and check it out from here.  tounge_o.gif . Oh, this tutorial is my first "real" tutorial. So any feedback is welcome. And don't mind from typing. It sucks  wink_o.gif .

EDIT: Link was broken. Now it should work. Hope so. Thanks from notice sicilian!

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You didnt mention that all textures have to be in one textureclass in your post before.... therfor I didnt know how to do.

But I have done it with your Tut and all except the Beach works! Thx

But now the Prob the Textures between grass an sand didnt match all the time!!! Look at the pic

v2texprob.jpg

Dont know why? The rest works fine. And the Prefpath for textures is z:\o where all other textures are in, too.

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ok lads, thanks alot i got it working, i created a new "section" for each texture, instead of putting them alltogether if that makes sense...

-ZiRo

looks good now, maybe use bulldozer to make mountains and then add stuff..

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Weird. Hmmm. Don't know why.  rock.gif   rock.gif

Are you sure that your Project Preferences are set right?

Tools > Project Preferences. Both should be Z:/O I think.

Anyone else having problems with this? I don't.

If someone can think a working solution to this, post it here.

rock.gif

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Yes it was set to z:\o !!!

With Abel-textures it works fine only o.pbo not!

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@sicilian:

The problem is that o.pbo only contains those secondary textures that were actually used on Nogova - so if you have a combination of sand/grass that wasn't used on the original island, then there won't be any secondary texture to link the two. The only solution is to copy the basic textures into your island directory (where the wrp will be stored) and to set the texture path to this directory, too. When you pbo the island directory the textures will be inside and they will show ingame. Increases the size of the pbo by several mb, though.

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And there is the next prob!

If I copy the primery textures in my islandfolder V2 doesnt generate the secondary textures! Therefore I have to use tga files! And these I dont have!

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If I copy the primery textures in my islandfolder V2 doesnt generate the secondary textures! Therefore I have to use tga files! And these I dont have!

It does - you just have to point the texture folder to that directory, copy the primary textures and then use the texture tool to create the secondary textures anew (i think you have to restart V2L after changing the texture path).

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You wouldn't happen to know the textures which contain the transitional textures, is it the standard grass to the sand or what???

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You wouldn't happen to know the textures which contain the transitional textures, is it the standard grass to the sand or what???

if you look into the texture fiolder - there are the primary textures - the have only two letter names (like s2.paa, l1.paa, etc.) - copy those to your missions directory (only the ones that you use on your island). Then set the texture path in system properties, restart visitor and recalculate the secondary textures with the texture tool. Then you should have a lot of files named "s2s2l1ps.pac" and similar - these are the secondary or transitional textures.

When you check the o.pbo you will find that there are already a lot of secondary textures in there - the problem is, there are not all possible combinations, but only the ones needed by Nogova island. That's why you get some missing transitional textures if you use a different combination of primary textures. I'm not sure what secondary textures are actually missing as I prefer to use the textures Kegetys put in his tutorial (look much better ingame, especially the rock texture).

For a list of names of the primary textures check this thread.

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To generate secondary textures again use tools>texture manager. Then choose regenerate secondary textures. BIS has made every usefull option to this program damn I love it.

NOTE: I'm not sure but somehow I couldn't be able to select that option when my Buldozer was running. Start Visitor again and open your project. Don't connect to buldozer.

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I'm not sure but somehow I couldn't be able to select that option when my Buldozer was running. Start Visitor again and open your project. Don't connect to buldozer.

Just disconnect from Buldozer, then try again. You do not need to shut down Visitor or Buldozer. Once you have regenerated the secondary textures, just reconnect and reload Buldozer.

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Any can somebody help with placing a bridge, I cannot get a straight bridge. Is there a standard elevation. I was able to do it in wrpedit easily, but when I change the elevation it seams to pick up from the highest point and does not make things level, and the ends of the bridge curl up with the terrain which look pretty funky. I have been trying since visitor came out with no success.

thanks in advance for the help (anybody).

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