Difference between revisions of "Intro and Landscaping"

726 bytes added ,  19:14, 24 October 2007
m
The old article said "Edit Fallout %", should be Falloff
imported>Maturin
 
imported>Razorwing
m (The old article said "Edit Fallout %", should be Falloff)
 
(5 intermediate revisions by 5 users not shown)
Line 6: Line 6:
* CEntranceRockMossLG01
* CEntranceRockMossLG01
* CDoor00
* CDoor00
* LL1BanditCamp50
* LL2BanditCamp50
* MapMarker
* MapMarker


Line 15: Line 15:
** Edit Radius
** Edit Radius
*** This setting determines the size of your cursor tool.
*** This setting determines the size of your cursor tool.
** Edit Fallout %
** Edit Falloff %
*** Not used in current version
*** Not used in current version
** Flatten Vertices
** Flatten Vertices
Line 38: Line 38:
*** These two rows can be used to store colors you use frequently
*** These two rows can be used to store colors you use frequently
<pre>
<pre>
Don't worry if you don't understand everything here right away.  We'll cover each section in the tutorial
Don't worry if you don't understand everything here right away.   
We'll cover each section in the tutorial
</pre>
</pre>


<pre>
Tip:
With this window open, you may want to expand the ID column so you can read the
whole ID and then click the ID header to sort by ID.  You will notice that many
ground textures have pairs that look the same in the preview (as well as in the
render window) but one will say "NoGrass" in the ID.  In the game, the ones that
don't have the "NoGrass" name will generate in-game grass.  While this may seem
obvious it isn't so obvious in the render window of the TCS which doesn't show
any grass.  Near trails and paths, be sure to select the "NoGrass" version of the
texture you want to apply.  By sorting the list by ID, you will put the Grass
and NoGrass versions next to each other for easiy switching.
</pre>


<br>Part 2: [[Height Editing]]
<br>Part 2: [[Height Editing]]
Anonymous user