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Old 2014-01-10, 14:55   #11
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

Quote:
You have to replace the low high and steep .tga files in the tpaint folder with the color textures you want to use, save them in the same format as the originals and then run tpaint.
Ah thanks spyker

I noticed the height of one of my mountains is 230m, isn't max height 163m?
I read this comment from a tutorial and I set my max height to 300m, will this cause any problems?

Quote:
Originally Posted by [R-DEV]VapoMan View Post
Yeah in, levelsettings just set the terrainheight value to something much higher.
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Old 2014-01-10, 20:33   #12
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

Does someone know why my roads become like this after 'apply spline' ? It always made the terrain under the road completely smooth/snapped the terrain to the road but not now with this new map...Is there perhaps some settings I forgot?
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Old 2014-01-10, 20:47   #13
AFsoccer
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Default re: [Map] Bamyan (4km)[WIP]

You need to assign a road texture to it first. If you do it with just the spline (the blue line) it will only fix the terrain right where the line is (instead of the width of a road).

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Old 2014-01-10, 20:49   #14
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

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Originally Posted by [R-DEV]AFsoccer View Post
You need to assign a road texture to it first. If you do it with just the spline (the blue line) it will only fix the terrain right where the line is (instead of the width of a road).
I did, I just disconnected it after :/ But I guess I can just smooth the roads manually aswell, not that big of a problem.
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Old 2014-01-10, 21:06   #15
AFsoccer
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Default re: [Map] Bamyan (4km)[WIP]

A few other things to try:
  1. Save roads in level editor then switch back to terrain editor
  2. Change out of grid mode. I've noticed that sometimes screws it up.
  3. Restart editor

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Old 2014-01-10, 21:47   #16
Rudd
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Default re: [Map] Bamyan (4km)[WIP]

I find that sometimes long roads can do that, use short ones to scuplt the terrain and then snap your longer one onto that


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Old 2014-01-10, 22:10   #17
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

Thanks AF, may have gotten a little bit better but the road still seems very bumpy...
@Rudd The road in the first pic was very long, but this one is short and it is still bumpy..
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Old 2014-01-10, 22:14   #18
Rudd
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Default re: [Map] Bamyan (4km)[WIP]

Ah, I think I figured it now.

Raise one of the spline points a bit and then apply the spline, should work then. Do not snap the spline first, or it'll get confused and do this again.

Nice that you've decided to work on this kind of terrain, I was working on a 4k Afghan map a while ago, but decided to do something else since I have less time now. https://dl.dropboxusercontent.com/u/1696532/Kajaki.jpg


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Old 2014-01-10, 22:22   #19
AFsoccer
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Default re: [Map] Bamyan (4km)[WIP]

Also, try setting your octaves to 0 (by default they are 3). That may also help.

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Old 2014-01-10, 23:24   #20
[R-DEV]​Ason
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Default re: [Map] Bamyan (4km)[WIP]

Nice rudd! that's Awesome, you should find time to finish it

I'll try with the raising of spline thing, thanks

@AF yeah I set octaves to 0 aswell:/

Another question, I remember something about adding a line of text to some file if you are working with 4km maps. Is that still required?
I believe it was this line:
Code:
terrainCuller.setUseStitchedLods 0
Also this is something I found in the terrain.con. Should it look like this? Seems wrong to me.
Quote:
terrain.primaryWorldScale 4/0.0038147/4
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4km, 4kmwip, bamyan, concept, map, released, ridge, shok, takistan, wip

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