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#41 Valdez

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Posted 28 October 2008 - 12:42 AM

Well I'm slowly getting the hang of this. the good news is I no longer keep subconsciously trying to use the mouse wheel to rotate the camera.


Still can't flatten terrain, just look at the roads it's annoying...


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"Aloha! welcome to Orloktopia my dear resources kiddies! Enjoy your stay before I introduce you to the Crusher arm-er I mean crashing waves! surf's up!"


Now if only we had water waves. Must go try out particle editor later...



p.s.

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From certain angles, Moore's shadow makes you think of certain naughty stuff. I'm inclined to believe this is a Petroglyph easter egg.

Edited by Valdez, 28 October 2008 - 12:57 AM.

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#42 Kelathin

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Posted 28 October 2008 - 12:54 AM

View PostValdez, on Oct 28 2008, 01:42 AM, said:

Well I'm slowly getting the hang of this. the good news is I no longer keep subconsciously trying to use the mouse wheel to rotate the camera.


Still can't flatten terrain, just look at the roads it's annoying...


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"Aloha! welcome to Orloktopia my dear resources kiddies! Enjoy your stay before I introduce you to the Crusher arm-er I mean crashing waves! surf's up!"


Now if only we had water waves. Must go try out particle editor later...
Water Waves? Use Tracks.


Flatten Terrain? Neat brush for you. It's called the leveling brush. You set a given height say 10 or so. and brush wish it. It automatically heightens everything to given height only no more no less.

Well, sleep beckons. Mike.nl should be awake soon enough to start answering questions.
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#43 Valdez

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Posted 28 October 2008 - 12:58 AM

Where's the leveling brush?

And how do you use tracks? I kow it has something to do with holding down Shift, but nothing happens when I click or drag

oh yeah another note on shadows, the camera freedom in UAW map editor finally allows me to ascertain shadow quality. Viewed from overhead shadows look the best, as the camera pitch decreases towards ground level, the shadows get worse and worse in quality until they look like mosaic



p.s. Structures can be vertically raised or lowered, why not units? based on the current orientation modifiers for units, kamal can go snorkeling in Orloktopia

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but he cannot, say be made to be positioned 50 feet off the ground.


btw I love how you can assign "team colours" to even civilian stuff to make things like coloured beach umbrellas and benches.


No idea how to make stuff orientate to the terrain either...
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There a checkbox somewhere within object properties to enable this?

Edited by Valdez, 28 October 2008 - 02:24 AM.

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#44 Kelathin

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Posted 28 October 2008 - 06:37 AM

View PostValdez, on Oct 28 2008, 01:58 AM, said:

Where's the leveling brush?

And how do you use tracks? I kow it has something to do with holding down Shift, but nothing happens when I click or drag

oh yeah another note on shadows, the camera freedom in UAW map editor finally allows me to ascertain shadow quality. Viewed from overhead shadows look the best, as the camera pitch decreases towards ground level, the shadows get worse and worse in quality until they look like mosaic



p.s. Structures can be vertically raised or lowered, why not units? based on the current orientation modifiers for units, kamal can go snorkeling in Orloktopia

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but he cannot, say be made to be positioned 50 feet off the ground.


btw I love how you can assign "team colours" to even civilian stuff to make things like coloured beach umbrellas and benches.


No idea how to make stuff orientate to the terrain either...
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There a checkbox somewhere within object properties to enable this?
Where is Mike, he's been up for a while now, he should be answering this stuff <_<
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You mean angle it? Adjust the y axis.

Why can't units? Because you can't do things like that ingame. You either hover through water or run through really shallow parts. It make no sense for an ohm to by 50 feet in the air for no apparent reason. Also are your passabilities settings correctly? If it isn't set to water...uh...interesting effects....hmm....underwater level....wonder if that's doable now that I think about it...
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#45 Valdez

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Posted 28 October 2008 - 07:00 AM

View PostKelathin, on Oct 28 2008, 07:37 PM, said:

You mean angle it? Adjust the y axis.

I think you mean X Angle (changes pitch, Y angle changes roll)

I was wondering if there was a way to automatically make an object conform to the terrain gradient without manually setting the values for X and Y angles. It'll get inconvenient if say, I had a road that wasn't on level ground and I need to put civilian vehicles on it and I have to manually orientate each one to the road.

btw, mike never showed up, and I still can't find the leveling brush.

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#46 Kelathin

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Posted 28 October 2008 - 07:03 AM

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btw, mike never showed up, and I still can't find the leveling brush.
I know, he should be here. I don't know how to automate the placement of objects. I adjusted tank, y axis only.

Go to Heights tab. Select arrow next to to it and find leveling brush. There are various different brushes for height editing.
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#47 Valdez

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Posted 28 October 2008 - 07:05 AM

Yeah he's here now. Hi maik  :welcome:


Some changes i notice don't seem to show up instantly. I changed water colour, nothing happened, when I closed and reopened the editor, the water change was there.

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#48 Kelathin

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Posted 28 October 2008 - 07:13 AM

View PostValdez, on Oct 28 2008, 08:05 AM, said:

Yeah he's here now. Hi maik  :welcome:


Some changes i notice don't seem to show up instantly. I changed water colour, nothing happened, when I closed and reopened the editor, the water change was there.
Ctrl U or under tools tab, update maps.
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#49 Mike.nl

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Posted 28 October 2008 - 07:18 AM

View PostValdez, on Oct 28 2008, 05:33 AM, said:

is there a shortcut to object rotation? I'm already sick of imputing numerical Z position values.

Mike should've made sliders instead of these up/down buttons that you press and press
*I* should've? This is not my editor you know. This is PG's editor.

View PostKelathin, on Oct 28 2008, 01:03 PM, said:

I know, he should be here.
Why, naturally these boards have my highest priority. Higher than work, higher than meetings with my supervisor and higher than appointments with students. This is the first time all day I've had time to sit down and go here.

And what do I see? The mod tools released, with three pages of comments already. Wait, did I say comments, I meant a chat between Valdez and Kelathin ;)

I wanted to reply with this after the first post, so the most important information is right there, but I guess I can't now, so it'll be stuffed somewhere in page three of the mod tools topic:

---
Some comments from me after having a chance to test the tools:

We already have access to the XMLs from Config.meg, but the Lua sources are new. Unfortunately, they are not from the Patch 3 version. Thus, not all Luas work with Patch 3. Which ones do and don't is trial and error, unfortunately.
3D Studio Max 9 exporter plugin: Use the .dle file in Max\Max_Plugin9. Ignore the rest.
Asset Viewer: My Alo Viewer seems to offer more features and better mod support. I don't want to sound arrogant, but I wouldn't this one.
Data Miner: Buggy and useless. Can't find files unless you move it into the XML's directory and even then it gets errors on PG's own XML files. Even then it's nothing more than a strange XML browser/editor with some data-gathering operations.
Lua Debugger: Nice in theory, less so in practice. Use it mainly for seeing the debug output, as everything else seems dodgy. I've never gotten a breakpoint to work anyway.
GUI Editor: Seems to work (see note) for the Administrator only (so right-click, Run As otherwise). Horrible UI though.
Particle Editor: Also works (see note). UI could definately be improved as well.

At least the map editor is included, and the Particle Editor and 3dsmax plugin should open some new modding possibilities. I would've included the Lua files to the list of useful things, were it not that not all of them work with the current version of the game.
Million-to-one chances occur nine times out of ten!

#50 Valdez

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Posted 28 October 2008 - 07:28 AM

erratum:

sorry kel, you were right, Y = pitch, X = roll. mercy on me for my ignorance.

Anyway now I'm in the midst of making the official UAW map editor thread where future map editor discussions can go so that this thread can finally be as ease

Edited by Valdez, 28 October 2008 - 07:29 AM.

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#51 Kelathin

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Posted 28 October 2008 - 07:30 AM

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and what do I see? The mod tools released, with three pages of comments already. Wait, did I say comments, I meant a chat between Valdez and Kelathin
CHAT?! I stayed up 2 am late waking up at 5:50 AM (for classes) answering questions <_< so the difference between me going to bed and you to be on would be like 2 or 3 hours tops <_< Next time, I'll leave all questions to you.

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Why, naturally these boards have my highest priority. Higher than work, higher than meetings with my supervisor and higher than appointments with students. This is the first time all day I've had time to sit down and go here.
Work: No
Meetings with Bosses: No
Appointments with Students: Yes (Or at least my PHD professors would would argue this as well. Well...You'll have your PHD and then do this I guess^_^)

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3D Studio Max 9 exporter plugin: Use the .dle file in Max\Max_Plugin9. Ignore the rest.
Agreed, You don't need the rest. However, the .mat might be interesting to see how the Material Library works....

I agree, your alo viewer seems like a stronger tool than the one PG provides. Then again, you spent more time developing it, I bet.
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#52 ChessRules

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Posted 28 October 2008 - 02:13 PM

Aw crud, I'm late to the party.  

W000000000000000t!  Thanks!

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#53 Kelathin

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Posted 28 October 2008 - 05:55 PM

During a conversion with an anonymous developer, he stated something very valuable for future modders. After getting permission, I'm gonna list what mods will not recongize changes for.If you edit these files, the game will overlook your edits.

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GameScoring.lua
MainMenu.lua
Main_Menu.bui
Common_Live_Profile_Game_Dialog.lua
Live_Profile_Game_Dialog.lua
Live_Profile_Game_Dialog.bui
Ranked_Game_Dialog.lua
Ranked_Game_Dialog.bui
Common_Global_Conquest_Lobby.lua
Global_Conquest_Lobby.lua
Global_Conquest_Lobby.bui
Achievement_Chest.lua
Achievement_Chest.bui
Achievement_Common.lua
Advanced_Battle_End_Dialog.lua
Advanced_Battle_End_Dialog.bui
Battle_Load_Dialog.lua
Battle_Load_Dialog.bui
Disconnect_Dialog.lua
Disconnect_Dialog.bui
Ingame_Message_List.lua
Ingame_Message_List.bui
Leaderboard_Dialog.lua
Leaderboard_Dialog.bui
Lobby_Network_Logic.lua
Player_List_Dialog.lua
Player_List_Dialog.bui
Internet_Player_List_Dialog.bui
Simple_Battle_End_Dialog.lua
Simple_Battle_End_Dialog.bui
Skirmish_Battle_Setup.lua
PGNetwork.lua
Global_Conquest_Net_Dialog.lua
Global_Conquest_Net_Dialog.bui
Global_Conquest_Win_Dialog.lua
Global_Conquest_Win_Dialog.bui
Lobby_Player_Info_Cluster.lua
Lobby_Player_Info_Cluster.bui
PGAchievementAward.lua
PGAchievementsCommon.lua
PGGlobalConquestDefs.lua
PGOnlineAchievementDefs.lua
PGOfflineAchievementDefs.lua

M04_EASTERN_EUROPE.TED
M09_TIBETAN_PLATEAU.TED
M01_BRITISH_ISLES.TED
M24_MIDWEST.TED
ZRH_M06_ARECIBO.TED
M23_GULF_COAST.TED
ZRH_M05_INDOCHINA.TED
M27_SIERRA_NEVADA.TED
M26_PACIFIC_NORTHWEST.TED
TUT_02_FORTMCNAIR.TED
M08_EASTERN_SIBERIA.TED
M20_CONGO.TED
M13_INDOCHINA.TED
M22_APPALACHIA.TED
M30_ALTIPLANO_STORYCAMPAIGN.TED
M21_SOUTH_AFRICA.TED
M11_KAMCHATKA.TED
M30_ALTIPLANO.TED
M33_GUIANA.TED
ZRH_M03_ATLATEA.TED
NOV_M06_ZRHSHIP.TED
M34_ANAHUAC.TED
M31_AMAZON_BASIN.TED
M34_ANAHUAC_STORYCAMPAIGN.TED
MAS_M01_QUETZALCOATL.TED
TUT_03_TUTORIAL_CITY.TED
M18_NORTH_AFRICA.TED
M07_TURKESTAN.TED
TUT_01_WASHINGTON_DC.TED
M45_CAPITOL_PUNISHMENT.TED
M03_WESTERN_EUROPE.TED
M29_BRAZILLIAN_HIGHLANDS.TED
M17_EAST_AFRICA.TED
M35_CENTRAL_AMERICA.TED
M16_SAHARA.TED

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#54 Gray__Fox

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Posted 29 October 2008 - 01:48 PM

So err, why wasn't this on front page news? Why isn't it anywhere on the net either but this lonely little thread... I thought Valdez lost his mind and was spewing crazyness when he said it was released...

No blender exporter :p
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#55 Valdez

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Posted 30 October 2008 - 05:07 AM

View PostGray__Fox, on Oct 30 2008, 02:48 AM, said:

I thought Valdez lost his mind and was spewing crazyness when he said it was released...

When I actually lose my mind for real I'll be sure to remember you.

block me from PMs in advance when that happens. I don't know how dangerous I can become :ninja:

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#56 Thundertactics

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Posted 30 October 2008 - 03:06 PM

Wow, is this the map editor?
If so *facepalm* for me for just noticing it now, I'll try it tomorrow...
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#57 Valdez

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Posted 30 October 2008 - 09:40 PM

View PostThundertactics, on Oct 31 2008, 04:06 AM, said:

If so *facepalm* for me

Oh yes definitely. I mean, where did you think all the pics I posted came from?

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#58 Thundertactics

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Posted 31 October 2008 - 09:43 AM

View PostValdez, on Oct 30 2008, 07:40 PM, said:

Oh yes definitely. I mean, where did you think all the pics I posted came from?
I only read the first post...
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#59 Evania-PG

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Posted 31 October 2008 - 01:06 PM

The first post mentions the terrain editor =P
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#60 Guest_Konan_*

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Posted 31 October 2008 - 01:22 PM

what? tools, released, people not being sarcasti saying they were released? KEL!!! why was this not announced??i was searching for ages after somebody said they were released...

*mumble*

AAAH!!! IT BEES NOT WORKING!!! OMG I FORGOT sorry for the double post, but, too late now i presume... anyways, it don't work... wait one sec... i'll edit this with a boit moe info later


and withtypo edirts




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