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Thread: Lesson 3 - Climates and Features using layers

  1. #21
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Lesson 3 - Climates and Features using layers

    It will tell you how many layers there are in the top left corner.

  2. #22
    Gruver's Avatar Laetus
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    Default Re: Lesson 3 - Climates and Features using layers

    It's giving me an alpha error on my map_climates am I doing something wrong?
    Layer 'Background' has no alpha. Layer was placed above it.
    That's the error message.
    Last edited by Gruver; October 07, 2007 at 08:09 PM. Reason: error message

  3. #23
    Gruver's Avatar Laetus
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    Default Re: Lesson 3 - Climates and Features using layers

    I just tried opening map_climates like instructed then I opened the terrain as a layer then map climates again then transparency I've got four layers but I can switch between climates and terrain now. actually as soon as I add transparency I can't switch between climates and terrain it gives me the error when I try to bring up climates
    Last edited by Gruver; October 07, 2007 at 08:19 PM. Reason: new developments

  4. #24
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    Default Re: Lesson 3 - Climates and Features using layers

    As long as you can switch all is good.

  5. #25
    Nevada's Avatar Domesticus
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    Default Re: Lesson 3 - Climates and Features using layers

    i fixed the problem

    click on the image window the following:
    dialogues>docks>layers



  6. #26
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    Default Re: Lesson 3 - Climates and Features using layers

    Cool thanks for the tip, I couldnt remember how I did it lol

  7. #27
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    Default Re: Lesson 3 - Climates and Features using layers

    I promised you guys a few screen shots of the map I am currently working on. This is a map based on the Wheel of Time fantasy novels, just a few shots.

    Settlementof Tuel, the islands are impassable ground types except for the one with the settlement.
    Spoiler Alert, click show to read: 


    Settlement of Jianmin, you cant tell from this angle but thats a horseshoe, the entire north side of the island is passable. Tropical climate.
    Spoiler Alert, click show to read: 



    This is a river with 4 sources and 2 points that it hits the ocean, I just included it as an example of what can be done. Obviously the rest of the terrain need some work.
    Spoiler Alert, click show to read: 


    map_features of the same river
    Spoiler Alert, click show to read: 

  8. #28

    Default Re: Lesson 3 - Climates and Features using layers

    That wheel of Time sounds interesting Green Eye, want to give us a quick plot?

    As to mapping, at the end of lesson 2 you said you'd teach us how to do heights in lesson 3 .. but I cannot see it? or was that the last part of lesson 2? .. ok, we learn layers this lesson and refer it back to heights?

    Just started lesson 3 now, will get back to you later If i have problems.

    R
    oOo

    Rome 2 refugee ...

    oOo

  9. #29
    Nevada's Avatar Domesticus
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    Default Re: Lesson 3 - Climates and Features using layers

    so, i did the rivers for australia and my new map is also nearly ready, but it doesn't start.
    i think that's cause i wnet on the kingdoms exe and placed it in the kingdoms folder.
    have to change the .exe and test again, but i borrowed M2:TW to a friend

    and i have a question on the placing of ressources:
    does it have to mean:
    cotton, 116 66

    or

    cotton 116, 66

    ?
    Last edited by Nevada; October 09, 2007 at 09:30 AM.



  10. #30
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    Default Re: Lesson 3 - Climates and Features using layers

    Nevada, you can use the same files with the Kingdoms.exe but theres some other stuff you have to do. You can download my barebones Kingdoms mods and drop your files in and it should work.

    http://www.twcenter.net/forums/downl...o=file&id=1615


    Resources need to look like this:
    resource coal, 69, 107

    Rorarii i might have missed something when I cut and pasted, I had that leson written and then went and changed a bunch of stuff at the last minute. I will have to look.

    Once you get the coasts right as was done in Lesson 2, then heights is mostly just for looks. You can definitely open map_ground_types then add a transparent layer and add the heights colors then add map_heights just like it works with features and climates. I meant to include that.

    For the WoT mod instead of taking up space here you can find it on my forums. www.twmodsquad.com


    EDIT: Ok it looks like I did miss a section when I pasted, aoplogies. I will see if I still have the original later and then put it in, if not I will try to get it rewritten by tomorrow morning, but basically it works the same way as climates and features.

  11. #31

    Default Re: Lesson 3 - Climates and Features using layers

    ok, got my head around layers now, i should be able to do heights with overlays. i found it easier when I discovered the Layer Window

    BTW, i had to add a Alpha channel to the background, to allow movement of layers



    Here's some Arid trees.



    Here's the NSW coast line, I used 0,0,0 to adjust the edges to get a more realistic coast, no more steps or flat lines.



    Here's a sample of using 0,0,0 inland to get Inlets / coves.



    ..and here's hilly Islands with the use of adjusting sea pixles to get rid of visible corners.



    Will now look at height map and rivers ..


    R
    Last edited by Rorarii; October 09, 2007 at 10:38 PM.
    oOo

    Rome 2 refugee ...

    oOo

  12. #32
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Lesson 3 - Climates and Features using layers

    Looking good.

  13. #33

    Default Re: Lesson 3 - Climates and Features using layers

    Ok, is there suppose to be green arrows to mark a land bridge?

    And, is there any way to get a full list of Resources, ie can we use RTW resources in M2TW?

    R
    oOo

    Rome 2 refugee ...

    oOo

  14. #34
    Nevada's Avatar Domesticus
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    Default Re: Lesson 3 - Climates and Features using layers

    well, i did my other map back to the .exe of the maingame, but the game still doesn't start.
    but i'm so far that i think I'll have to redo all the files.
    so many eveningsd i did that damn map, and now it doesn't work......
    it works not even with your mod.
    i went back as far as i could in my tga files, but i'll have to redo tge complete map.

    but here's my australia map (New Sealand at first):


    Then Indonesia ( i think this is the best looking part of my map, so you get it in huge. a few of the smaller islands are imapassable, but i made them very haigh, too):


    Now the great desert:

    and at last southern australia:

    the heights might look a little bit blocky, but it works....

    @Professor: your screens of the weel of time map look good, but i don't know which fantasyworld weel of time is. isn't it conan?
    Last edited by Nevada; October 10, 2007 at 12:54 PM.



  15. #35

    Default Re: Lesson 3 - Climates and Features using layers

    Hi Grn,

    Sorry for the lack of posting on my part - work has decided to take over my life at the moment and I haven't had a moments spare to do any of the mapping classes. I WILL finish them at some stage, your help and advice on the threads has been invaluable.

    Just thought I'd let you know whats going on.

    cheers
    gv

  16. #36

    Default Re: Lesson 3 - Climates and Features using layers

    Sorry for no response to lesson 2 and 3, I've been a bit busy and this isn't top priority. When is this all due? I'll get them handed in before them hopefully.
    RIP Calvin, you won't be forgotten.

  17. #37
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: Lesson 3 - Climates and Features using layers

    One week from tomorrow to get your Uni degree. As I posted earlier it doesnt have to be a 100% complete map, what I want is for you to learn and understand the basics.

    To earn your University Degree your map does not have to be completely finished, I know some of you are working on huge maps that you plan to use in a mod and it will take more than a couple of weeks to finish them. This is what I will want to see:

    Minimum of 10 regions
    Minimum of 4 factions
    A few armies scattered about
    A variety of settlement sizes and types and buildings
    Roads that make sense
    Coasts that are smoothed
    Rivers that flow well
    Several resources on the map
    At least 3 sections of the map that have heights, ground_types, climates and features that look good together. These can be islands or portions of the mainland whichever you prefer.

  18. #38
    Nevada's Avatar Domesticus
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    Default Re: Lesson 3 - Climates and Features using layers

    ok, i guess me too.
    ^^



  19. #39

    Default Re: Lesson 3 - Climates and Features using layers

    Nevermind. I may have to drop out, but I will try and get those requirements done even if I can't exactly follow the lessons exactly.
    Last edited by Roman_Man#3; October 13, 2007 at 01:24 PM.
    RIP Calvin, you won't be forgotten.

  20. #40

    Default Re: Lesson 3 - Climates and Features using layers

    Reason why I get a map crash without error log messages usually relates to the regions map. accidently use a paint brush and not a pencil and place a strange coloured pixel anywhere and you'll get a map creation error. Check any new changes you've done to the regions map .. or any map you've been playing with.

    R
    oOo

    Rome 2 refugee ...

    oOo

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