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Prophet 15
Respected User
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![]() === Pitch and Roll ===
Information:
Waterfalls: A simple guide to the many ways water can be used. Many people will say that it is best to start the terrain in shallow water and manually raise the terrain. This is the best method for creating more natural river banks and shore lines. Here is a simple map, starting all in shallow water. ![]() The first thing you do is raise the land out of the water. In this instance, I'm making a coast line, so I raise half the land out and leave part for a lagoon. ![]() Normally, to make a river, I'd use the apply cliff; shallow water tool, but as this terrain began in shallow water, the following happens: ![]() The terrain cannot be lowered into water if it started with a set water level; all water on the map must now be at the original height. Instead, we use waterfalls. Here is the basic outline of the waterfall part of the river. (The edges are untidy, but will be neatened up later.) ![]() Now to make the river itself from waterfalls. Take the waterfall doodad, and in the object editor set the minimum scale to 0.01. Then place a waterfall, and make its z-value somewhere around 10-20. Here is the result: ![]() Placing these flat waterfalls repeatedly will create a river. (Again, the edges are untidy, but will be fixed later.) ![]() Now adjust the terrain around the edges so it fits the river slightly better, using the raise and lower tools. ![]() Now use doodads to cover up the edges of the waterfalls. I chose rocks, but many different doodads could be used, from mushrooms to trees. ![]() Finally, adding some trees just for effect. ![]() Underlying Terrain Construction: The following is only one way of constructing terrain, and it's also probably the longest method, but mimics nature more than most methods. But still, it's only one method, and many other ways of terraining exist. The following also uses a size one brush, and ONLY a size one brush. Using larger brushes is just inaccurate, and while it saves time, it won't get the same naturally flowing effect. Start with your basic map. (All thats been done here is a selected fog, and the camera and shadow bounds were moved to the edge of the map.) ![]() Now to explain the basic principles. All naturally occurring terrain is made up of a series of hills and valleys. These hills and valleys can be small or large, shallow or steep, but all terrain is made from a series of naturally flowing changes in height. Nothing natural is flat. So if you wish to make a flat terrain, it should still be made of a series of very small and shallow hills and valleys. This step is to construct the first outline for these hills and valleys using the raise tool and the lower tool. (Tip: hold shift while using the Raise tool to lower the terrain instead.) Raise one line of terrain above the rest, making sure to use the grid to see any spikes that need to be flattened down. ![]() Now to raise the next line of terrain. As you can see, the terrain is lower on the new line, this will eventually be the side of a hill. go back and rework each point you've raised and lowered until it looks as smooth as possible. (Whatever you do, don't use the smooth tool, it has hardly any accuracy.) ![]() Now continue using the same method all the way down to ground level. ![]() Here is an example of a line that doesn't flow. To make sure a terrain flows, the lines should be roughly parallel with the lines around them; but not exactly parallel, as that would mean the whole terrain is completely flat. ![]() And here is the same line corrected: ![]() Here is the same method with both sides of a valley completed. As you can see, the lowest point of ground is still flat, but that will be fixed in the next step. ![]() Now using the lower tool, fix the floor, making sure the lines still flow without being too spiky. ![]() In the last stage, the lines were fixed to flow, but only on one axis. Now looking at the terrain from another angle, you can see that the lines in the other axis are still spiky. (A few points could still do with raising and lowering by one or two clicks.) ![]() So after a bit of reworking, all spiky points are now removed. ![]() The main part of the terrain is done. The next step is to expand using the same methods as before. So now add some construction lines around the existing terrain (demonstrated in the picture below) but using the plateau tool on the highest and lowest points of the edge of the existing terrain ![]() Use the principle of hills and valleys again on each of these lines, as demonstrated in the picture below (using just the raise and lower tools) ![]() Repeat this on all of the construction lines, making sure that they all look slightly different. ![]() Using the plateau tool, add more construction lines in the other axis. ![]() Use the hill and valley method on these lines as well. ![]() Now use the plateau tool and drag backwards from the lines in the first axis you constructed. This is just to raise the terrain up to a workable height, and prevent hours being lost raising the terrain up to such high levels with the raise tool alone. ![]() Fill in the gaps between the lines using the hill and valley method. Below is a partially finished example. ![]() And the finished article, a more natural effect that can be achieved with the smooth tool. ![]() The terrain viewed without the grid: ![]() Last edited by [Death] : 07-24-2007 at 10:21 PM. Reason: Grammar, spelling. |
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#2 |
Prophet 15
Respected User
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![]() Download miscdata.txt here.
__________________Miscdata.txt is a simple text document. Simply put it into the UI folder in your Warcraft III directory (if there is no UI folder, make a new one and name it UI). It allows you to have much higher terrain and steeper slopes. Below is an example of how it works. Step one, raise the terrain to the height you want with the raise tool. ![]() Step two, use the plateau tool to get the steep cliffs. ![]() Step three, use the smooth tool so the cliffs don't look so perfectly straight with angled corners. ![]() Step four, map out the area of the cliff you want and reapply the same techniques. ![]() Step five, it's best to use dirt or rock to show what is cliff and what isn't. ![]() Step six, some random height variation (mostly using the lower tool) makes the cliff seem more natural, and less level. ![]() Step seven, some tile variation, to make it seem slightly more natural. ![]() Step eight, two minutes of work spamming trees and the odd rock. ![]() Download miscdata.txt here. Last edited by [Death] : 07-24-2007 at 10:08 PM. Reason: Fixed spelling, grammar, and added download. |
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#3 |
AWWWWW YEEEEEEEE
Respected User
Join Date: Nov 2004
Posts: 1,027
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![]() A slight warning, you might not succed on the first time but keep trying. Also this isn't origional nor very good terrain, it's just a tutorial to get you started.
First off, start by making a map that is 64-64, tileset ashenvale. Make sure that the inital water value is set to shallow water. ![]() Now grab the raise tool on the largest setting and click 3 times. ![]() Then grab the Plataeu tool and make the map that high. ![]() Next take the lower tool and lower untill you hit some water. ![]() Grab the Plataeu tool again and make a snaking river. Here is what I ended up with. ![]() Now grab the Smooth tool and smooth the edges of the river. ![]() Grab the grass tile and cover the map with it.Now for some terrain variation. I will be using the leaf and mossy grass tiles and a little of the vines tile, but you can use whatever suits you best. Use the second smallest circle and paint completely randomly over the map. I also added some Grassy dirt. Your terrain should be looking a little like this by now. ![]() Now for some height variation. Grab the raise tool at the second largest circle and have some fun! Try holding the mouse button down instead of clicking lots. Be carefull not to raise the water! ![]() Now grab the lower tool at the same settings and use it a little, be carefull not to lower too much as you'll hit the water. After that grab the smooth tool on the largest setting and go over the whole map. ![]() Now our base terrain is done. Onto doodads. You will get the best looking doodads by downloading some good ones but the blizzard ones will do fine. I am using the large ashenvale trees by Nasrudin, they are available at www.fulgrim.com under the custom doodads section (you have to register). After you import restart the editor. Now varitaion is very important so set the maximum scale at 1.5 and the minimum to 0.80. Also edit the world tree doodad (cinimatic, ashenvale) to 0.4 scaling value. Doodad Placement is very important, but there is nothing really I can tach you, it's all done by trying and feeling your way forward. Anyway place 3 or 4 world trees on your map. You'll probly need to lower them so they aren't floating. Just select them and press ctrl+page down. Now begin the placement of your normal trees. Also remeber sometimes, more is less. Now add some enviromental doodads, shrubs, bushes, anything you want. ![]() ![]() Now add some fog and some weather. In this pic below you can see my end result, now I diddn't use many tree's so you could see between them. ![]() Now you know how to make a very generic forest, add some origionality to it. Mabe a village or a waterfull, you mind is the limit. Post some of your results I would be glad to see them and give comments. DEATHIFIED EDIT: Cropped images, hosted on imageshack, and made thumbnails. |
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#4 |
PhD
Cinematics Moderator
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![]() Here's a copy of an edited miscdata.txt, sadly I couldnt upload .txt files so I had to zip a 4kb file.
Last edited by iNfraNe : 01-13-2006 at 04:17 PM. |
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#5 | |||
User
Join Date: Jan 2004
Posts: 808
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![]() -----------------------------------------------------------------------
Fog Tutorial Quote:
----------------------------------------------------------------------- Warcraft Pathing Quote:
Pathing Technique Quote:
----------------------------------------------------------------------- Last edited by Xeth-Ban : 01-31-2006 at 07:19 PM. |
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#6 | |
MaD Da ViNci
Respected User
Join Date: Apr 2003
Posts: 1,699
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![]() This is an explaination to how to do negative pitch and roll angles and using radian for these.
__________________Pitch and roll angles are the angles a unit/doodad is allowed to have related to the ground it stands on. Example trees have 0 max pitch and 0 max roll, which will make them stand straight (90 degree relative to the plane) no matter where u place them, but units instead if you place then by a cliff side they will lean a little toward the cliff, this is because they are allowed to lean (pitch and roll). Pitch and roll are therefore how many angles a unit can lean toward, pitch represent the angle paralell to the unit/doodad's facing, and roll is the sideway. In unit editor you can make a unit stand upsidedown by going to max pitch or roll angle, hold shift and then double click the field, you will now be able to assign negative values, if you type -180, the unit will stand upsidedown. --------------------------------- Doodads does not use angles in degrees like units, they use radian, which is a more natural number. Because in math, all machines have to convert degree to radian. radian uses the number pi (3.1415...) as 180 in degrees. So to make a doodad stand upsidedown u gotta set the max pitch or max roll to -3.1415. How to convert degree to radian is simple: (degree/180)*pi so if u wanna convert 90 degree to radian then its (90/180)*pi Quote:
Last edited by ghenjis : 02-01-2008 at 06:43 PM. |
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#7 |
Xenoscaper
Join Date: Sep 2003
Posts: 221
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![]() I knew about the doodad portion of this semi-tutorial, but the unit editor part is a nice addition i never knew about. I believe Gitlich talked about negative pitch and roll angles and the effects they have on doodads before, but I could be wrong. All in all nice info to have avaliable.
Also, you might want to add some basic angles to help the lazy people. Attached a degree/radian circle for reference :P {degree, radian} EDIT: Ok, I took a look at the "Tutorials You Want" sticky and saw Gitlich's post. So just ignore my comment regarding him then. I know someone talked about this before though... Last edited by Blitzkreige : 03-24-2006 at 11:02 PM. |
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#8 |
AWWWWW YEEEEEEEE
Respected User
Join Date: Nov 2004
Posts: 1,027
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![]() This will be my last thing I will do to help you guys out. I have resigned as a moderator and expect you all to not pm terrain requests to me anymore -.-
Ok time for a Jungle/temple theme, start off by making a map with water just like in the ashenvale tutorial. First of all we need to work on the basic layout so raise some land and stuff :P I made an island looking thing. Anyway raise it and run it over with the smooth tool. ![]() Now to fix up the ground a little by adding some varyation. Ok there we go, you will also notice that I lowered the water so it looked a little deeper. ![]() Now to add some ground level doodads. I added shrubs, ferns and other random plants. Along the beach I added some shells. I also added a few rocks. ![]() Now it's tree time! I used Nasrudins palm trees, place them all over the island except for the middle. Leave ample space for a temple in the middle. ![]() ![]() Ok now we have a pretty good looking islad, time to add a temple. Take the archway doodad in the object editor and change it's pathing texture to none. Now grab the biggest brush and the plateu tool and make a flat area in the middle. Delete any doodads that were there. ![]() Grab the smooth tool and smooth those horrible edges. There we go, much better. ![]() Now take the archway doodad and place one in the middle of the flat area. And the keep clicking on the same spot untill you get somthing looking like this. ( I lowered mine a little) Now we have a very simple temple structure. ![]() I added some different tiles around it and some extra doodads. Then I added some weather and took some final screenshots, hope you like them ;) ![]() ![]() ![]() Have fun. |
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#9 | |||
The only one
Respected User
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![]() You can update this thread with tips you have.
__________________Tips provided by: vykyng, [niro], Gitlich, Moose Patrol, x0rcist, Draco, Zarniwoop, Shadow_Strike, Mr.Safety, Kelna2, desty, Jarin, bur, Wazza, Crunksta, MadBagOfHorses, Beam, Mycklern Cities
General Tips:
Raising/Manipulating Doodads Related words: Pg up, pg down, raise, lower, floating doodads, flying doodads, tilting doodads, black triangle
Natural Terrain Related words: Forests, trees, plants, nature
Water
Quote:
Quote:
Quote:
Last edited by ghenjis : 02-04-2008 at 10:19 PM. |
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#10 |
The only one
Respected User
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![]() If someone is determined to learn terraining, they should check the WC3C Tutorials as well.
__________________Last edited by [Death] : 07-26-2006 at 12:29 AM. |
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#11 |
I Are Scientists
Respected User
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![]() I think I'll put a little tidbit here.
Creating perfect ramps Introduction Tired of making plateus and trying to smoothen them out to make perfect ramps for cities and such? Now make ramps just right. (What is this? Paid programming) Step 1: Creating the top First, we start by making a hill up to the height that you want the top of your ramp to be. Step 2: Plateu your ramp Plateu up to however long you want the width of your ramp to be, then continue to make the length anything you want (give yourself some distance) Step 3: Start your decrease In the corner on the first tile, you lower it a certain amount, and remember this number. I, for instance, clicked the lower button ten times. Step 4: Plateu what you lowered Plateu all of your ramp except the part before it starting with the lowered part. Step 5: Continue Go to the next flat square, and go down the same amount as you did before. Because I clicked the lower button ten times, I will do so again on the next. Step 6: Plateu once more Plateu as done before. Step 7: Same and finish Continue this process until you finish your ramp. With your new abilities to make very neat, unsloppy ramps. The ladies will be all over you. Look at me! After you make your ramp, you have ghenjis' guarantee that you will have at least almost eight internet girlfriends.. And that's almost braggable. ![]() Last edited by ghenjis : 07-24-2006 at 10:49 PM. |
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#12 | |
Dark & Ominous
Project Leader: LoC
Join Date: Apr 2006
Posts: 1,465
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![]() I just made this little simple tutorial. It's not much, but it could be useful to those unfamiliar with this.
I made it in 8 minutes.. Something i've missed which should be included? I'll write something else up later.. Texture Tileset By Archian Have you ever wanted a extra tileset texture for your terrian? Perhaps the unbuildable Dungeon "Brick" added to the Lordaeron Summer texture tilesets. Well it's quite easy, just go to the uper menu and click on "Advanced", then "Modify Tileset". Check the box "Use Custom Tileset". There you will notice diffrent textures for diffrent tilesets which you can add, remove, move or replace. Each texture tileset has a texture space (1-2). The total texture space allowed is 13. You'll might have to remove some texture tilesets in order to make room for another. Layers There are diffrent layers of the texture tilesets, one above another. Usually when adding a new texture, it comes above the current ones already used. However this can be edited, you can for example use "Shift Left" or "Shit Right" to adjust the layers between the textures. Replace Tiles: Quote:
Notice, you're only able to replace a texture with another already available for the current texture tileset you're useing. - Check the box "Swap Both Tiles". - The same goes for cliffs. Tileset Texture Combination You'll notice that some tileset textures from diffrent tilesets fits quite well with eachother; makes the terrian look better and more smooth "fade-over". Try for instance to create a map useing the Ashenvale tilesets. Then add the Dirt texture from tileset Cityscape, replace the unbuildable ashenvale Rocks with the Village unbuildable Rocks. Here's how it looks like: Last edited by Archian : 07-28-2006 at 08:28 PM. |
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#13 |
Alastor_36@pwnz
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![]() NOTE: You have been redirected in order for our attachments to be made available to you. This will only last two minutes; these measures where taken to avoid hotlinking and bandwidth theft. To avoid these restrictions Log in or Register ELVEN FOREST TUTORIAL
This tutorial will show u how to create nice forests, manipulating dodds and height/tile variation. I suggest u 2 starting things: -Use WEU, only because it lets u to make the great 85° cliffs :) -Read the other tutorials. All of them. -Start with the UTM (Ultimate Terraining Map) by DungeonM Link: http://www.wc3campaigns.net/attachme...7&d=1154713663 STEP 1 – TILE AND HEIGHT VARIATION Ok, lets start with a new map, in Ashenvale tileset. I will explain a few things u should know to go ahead with this tut: -Rocks arent flat, so if u use the Rock tile, raise the terrain. -Flatness sucks -I love Grassy Dirt (Ashenvale) I use it in almost every forest map i make, reason: Gives a smooth/ed transition between grass and dirt. -When making a forest, Its always a good idea to use 2 or 3 different grass tiles, i will use: Thick grass (village) Grass (Ashenvale) Lumpy Grass (Ashenvale) (Read Archian tutorial if u dont know how to modify a tileset. Look at these images, they can work like examples: Notice the height variation lower ----- dirt normal ---- grass raised ----- mountains Notice the Vines and Leaves (Ashenvale), they give a nice realistic touch to the landscape After a short time raising terrain, using tile variation... ![]() Good! we have a beautiful non-flat terrain with a nice tile variation! Our next step its the doodad placement. STEP 2 – DOODADS Hints: -Set all rocks, shrubs, mushrooms, flowers, etc, etc (tiny dodds) pitch and roll angle to 0 (Read Gitlich tutorial for more information) -Set ALL doods Pathing Texture to -None- And look carefully at this image, those are normal foresty scenes, -Rocks with Shrubs, Mushrooms, Trees with rocks, flowers Remember: Big doods (Trees, Rocks) with mass small doods around (Shrubs, Grass, Mushrooms, Flowers), always works ;) Apply doods in that way in the landscape we made (with tile and height variation).... Yeah yeah, this is looking so good..... Im sure yours is looking better, we are ready for our next step: Atmosphere STEP 3 – ATMOSPHERE This step is when ur terrain gets life, using fog, lighting and weather. Ok, lets think about fog, A dark green fog? A teal fog? A dark blue fog? A dark grey fog? Its ur choice, the set the fog values I suggest: Z start: between 500 and 1000 Z end: between 3000 and 7000 Density: 0.15 – 0.50 Lighting, Ashenvale, it wont affect so much our landscape, Weather, ur choice, Ashenvale rain, Lordaeron rain, Moonlight Rays, About a Sky, u can use Felwood sky, if ur forest is a bit darky, Generic sky, Fogged sky, etc, its ur choice. My choices, Teal fog, Ashenvale Lighting:, Lordaeron light Rain Look: ========= Final Result: =============== We are ready... And this looks veeeery nice... I hope u learned a few things i found useful at terraining time, if u think i miss something, just PM me. I apologize for any grammar error in this tutorial, im learning english. ![]() Feel free to give comments, positive or not :) Good luck terrainers ;) Last edited by HernanG : 08-14-2006 at 01:14 AM. |
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#14 |
I Are Scientists
Respected User
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![]() If you are not posting a tutorial please don't post in this thread. If you want to say something to the maker of a tutorial, PM them.
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DeaD_MeN_WalkiN |
This message has been deleted by [Death].
Reason: User wanted his post deleted.
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