How to add deep snow or mud?
Posts: 4301 | Subs: 2
Posts: 712
Posts: 4301 | Subs: 2
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also if that tool is a way to add/remove deep snow, how do i re-add the decorative snow cover once i use the tool to remove the gameplay deep snow?
Posts: 712
No frozen water (semosky winter), no deep snow (kholdny ferma winter), no mud (general mud), no excesive amount of red cover (halbe), no red cover outside the base exits (crossroads), no extra stragetic points (crossroads), no more than or less that 3 vps (prypiat sector, the castle map with 5 vps), no unbalanced vps, fuel and muni locations (almost every map), no buildings in the cutoffs (litteraly every single map), no urban/industrial maps (dusseldorf, gelserkirchen refinery), no super large or small maps (montargis region (large), crossing in the woods (small)), no minsk pockets 2.0, no road to karkov 2.0, no heavy building maps (arnhem checkpoint). Please i beg you.
Posts: 1138 | Subs: 2
With a value of 0.2 (the snow cover should look light yellow) you retain the optical effects (snow/mud splashing up, vehicles leaving tracks), but you avoid any gameplay effects.
With values that are higher (not sure about the actual threshold, but it happens already when the snow is dark yellow, not only when it turns red), you'll get all the effects Luciano likes
I had some issues at times with setting the values directly, though. Just entering a number and painting the area some times didn't seem to do it, but rather put in deep snow regardless. I ended up smoothing that blob, and then picking the light yellow parts with "Sample" and paint with that...
Posts: 952 | Subs: 3
Something to play with as well are the different degrees of yellow depths: very pale yellow will coat buildings and objects but won't leave footprints, whereas deep yellow will. On any snow map I make now, I insist on "yellow snow" near blind corners, so that you can see whether a unit has moved to an area and stopped (waiting for their ambush).
Posts: 2272 | Subs: 1
Posts: 4301 | Subs: 2
for luciano, i shall use depth of .3
Posts: 712
thanks.
for luciano, i shall use depth of .3
The map wont win, trust me, im not the only one that thinks in that way
Posts: 851 | Subs: 1
I have no idea how to use the world builder but please:
No frozen water (semosky winter), no deep snow (kholdny ferma winter), no mud (general mud), no excesive amount of red cover (halbe), no red cover outside the base exits (crossroads), no extra stragetic points (crossroads), no more than or less that 3 vps (prypiat sector, the castle map with 5 vps), no unbalanced vps, fuel and muni locations (almost every map), no buildings in the cutoffs (litteraly every single map), no urban/industrial maps (dusseldorf, gelserkirchen refinery), no super large or small maps (montargis region (large), crossing in the woods (small)), no minsk pockets 2.0, no road to karkov 2.0, no heavy building maps (arnhem checkpoint). Please i beg you.
The map wont win, trust me, im not the only one that thinks in that way
Wow, you must be SUPER fun at parties...
@ Soup, wish you best of luck mate!
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