Well done! A very good roll out for a first map. |
Sounds like a good explanation to me. Maybe this will get added to the community members tips, post. |
Since the <mapname>.scar file has been working and pretty much freed us from using the <mapname>_ID.scar, you should not use the <mapname>_ID.scar for any scripting purposes at all. If for some reason your <mapname>.scar is not working, you should look for the issue somewhere else than "solving" it by using <mapname>_ID.scar. There's absolutely no reason to use <mapname>_ID.scar instead of <mapname>.scar
Good to know! I haven't used any custom scripts since they fixed it. |
Default ID.scar
function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
end
Make it look like this...
function OnInit() EGroup_SetAnimatorState(eg_lamps, "Light_State", "On") end
Scar_AddInit(OnInit)
As I said, you will have to redo this ID.scar each time you save the map, before exporting. If I remember, there is a way to include mapname.scar into the exporting process, I'm not sure how, so I just use mapname_ID.scar, and redo it each time. I'm sure Janne will eventually see this, and might school me on it. |
Put the code in 4p_lyon_ID.scar
The problem is, using the ID.scar, you have to re do the scar file every time you save the map, prior to exporting. This becomes repetitive. I just make a back up txt file. Using the mapname.scar way works, but there are some other things that have to be done, I think, to get it to work, but you don't have to remake the ID.scar document each time.
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You need to use the interactivity tool, set to 50, to paint a 32 wide soft zone around the area you want "playable". When setting up the map at the beginning, you should add 32 to each side of the "playable area" in the prompt. Once painted, this will add a "soft edge", that the camera can not go into, and you cannot command troops into. But, you can set up a map entry point in this area, to allow infantry to come in from "off map". Be sure to paint territory out to the map entry point, or you will get an error. Anything outside the "soft edge", will be outside the "playable area", and be dark, including the horizon mesh. |
How To: Advanced Object Rotation
Many of you already know how, and this may already be covered in other tutorials, but for the new comers, I decided to go ahead and make a quick guide on Advanced Object Rotation, and spell out some of the details. I will cover, rotating on all three axis, as well as "precise" rotation by degree's.
Step 1: Place your object
I've chosen a rail car, mainly because it's kind of what I'm working on, for the moment.
Step 2: Select the object, hover your mouse while holding 'R'
You cannot see my mouse in the screen capture above, so let me describe how this works. With the object selected, a sphere of 3 axis planes shows up, as well as other information, such as possible cover, impass..ect. The sphere is our concern. While selected, if you hold the button 'R', and your mouse crosses one of the circles representing the plane of axis, it will change color. If you click and drag while holding 'R', it will rotate the object on that axis. A numerical value of degree's will show up as well. This will allow you to "precisely" rotate your object as desired, such as a "true" 90 degrees. Keep in mind, I have not been able to get a 90.000 degree.s, but rather a close 90.21 degrees (roughly). It is close enough. There may be a snap feature I'm unaware of, that could get the exact rotation, please let me know if you find one.
Some of the difficulties that come with this method, is where multiple objects reside. This of course, is naturally where you will be doing this. If there is an object behind the one you are rotating, sometimes it will not rotate on the axis, but rather move the object behind the one you are working on. This can be irritating. I've found, if it just will not cooperate, move the object to an empty area, make the assumed adjustments, and move back to inspect.
Also, some objects are not rendered in every direction. In my first image, I used some damaged industrial pillars, to create a destroyed bridge. I rotated one of them on its side, to simulate some framing. The bottom of the pillars is invisible, so I made another, and put them bottom to bottom to cover each others void. Another example is the bottom of the rail cars, you can see through them from underneath, so be aware of the possible camera angles that could find such voids, and remove immersion.
Impass is very important as well. When rotating an object, its impass remains original. If you are trying to block something, you can set to visual and paint impass manually with the impass tool. If you are putting an object overhead, just set to visual, so there is no pathfinding issues.
Also, only a single object at a time can be rotated in this manner. |
My issues with replays I've made on maps, for footage, was trying to review them, after exporting the map again. Once the map is changed, any replays on previous versions will not work correctly, even if the changes are small. I imagine this is not your problem, but either way, that is my experience. For the best footage, I recommend Janne's Cheat Mod, and use a real time screen video capture program, like fraps, or overwolf. Cheat Mod will let you set up some real specific shots, with specific units...ect, and allow you to remove the UI for the capture, without having to learn the NIS process.
And thanks for the contributor status'. |
Take a screenshot, add whatever text you want (created by...ect), and set resolution to 1920x1080, then save as
Map_Name_loading_background.tga
"4p_Forest_Intersection_loading_background.tga" for your map.
But that is the background loading image. If you refer to the tactical map during the loading screen, the tactical map tutorial covers all of the tactical maps, including the map showed during loading. |
Had a look at your map and it is painted impass all over the place.
remove the painted impass by right-clicking using the "Impass Map Editor"()
Medic's always come in handy, in dire situations. Thanks for getting to the answer Iron! My wife had me busy with chores.
Yes, there is lots of painted impass. I can see where problems would occur. Looks good so far. Keep adding in more detail. |