Changes between Version 3 and Version 4 of Atlas_Manual_Terrain_Tab


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Timestamp:
Oct 23, 2011, 12:56:25 AM (13 years ago)
Author:
Erik Johansson
Comment:

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  • Atlas_Manual_Terrain_Tab

    v3 v4  
    2020[[Image(http://wildfiregames.com/images/Atlas_Manual/brush_submissive_dominant.png)]]
    2121
    22 ''Two patches of a sand texture on the default grass texture, both painted with the default size 4 brush, but the left in “dominant” left mouse button mode and the right in “submissive” right mouse button mode''
     22''Two patches of a desert texture on the default grass texture, both painted with the default size 4 brush, but the left in “dominant” left mouse button mode and the right in “submissive” right mouse button mode''
    2323
    2424As you can see you get a much smaller piece of texture using the submissive mode, and that's useful when you want to paint in smaller parts of a texture on other textures.
     
    4040
    4141== Visualise ==
    42 [[Image(http://wildfiregames.com/images/Atlas_Manual/visualize_passability.png)]] The Visualise:Passability dropdown menu lets you choose how and if you want to preview terrain passability (whether or not a unit can walk, sail, etc over that part of terrain). The options are
     42[[Image(http://wildfiregames.com/images/Atlas_Manual/visualize_passability.png)]] The Visualise:Passability dropdown menu lets you choose how and if you want to preview terrain passability (whether or not a unit can walk, sail, etc over that part of terrain). The options are:
    4343
    44  * None (No passability visualisation)
    45  * Default (Visualises passability for land units)
    46  * Ships (Visualises passability for ships)
     44 * '''None''': No passability visualisation.
     45 * '''building-land''': Shows where you can construct land buildings.
     46 * '''building-shore''': Shows where you can construct docks, or any buildings that can only be built at the shore, but in practice it's just the docks.
     47 * '''Default''': Shows where land units can pass.
     48 * '''Ships''': Shows where ships can pass.
     49
     50''Note: They just show where the unit/building could hypothetically be constructed/pass. I.e. it shows the top of hills as passable for land units, even if there is no way for land units at other parts of the map to get there, also, the building-shore doesn't guarantee there is enough space for a dock to be built. In other words, this feature doesn't remove the need for playtesting, just makes it easier to spot obvious problems.''
     51
     52Another thing to remember is to check from all angles if you are making a hill that is only accessible from one direction etc.
    4753
    4854'''Priorities''': Terrain texture priority shows what textures unit will prefer when walking towards their target. They will still take the fastest road rather than just the texture with the highest priority, however textures with higher priorities will make them take another path than the shortest if that is faster (textures with higher priorities are the ones which makes the unit travel faster along them.
     
    5965 * Be aware that the resizing is done from the lower left corner of the map, which together with the way we do round maps means that anything that's towards that corner may get caught in the inaccessible area (the maps are essentially square with only the parts within the circle area usable, normally that's not a problem as you can't place objects there, but when you resize an unempty map things can end up inaccessible).
    6066 * If you have content on the map and make it smaller some of it may be removed completely.
    61  * Make sure you have saved the map before resizing it, in case something goes wrong. Undo does apply for resizing the map, '''though it is not always perfect!''' Always good to save before major changes, and to save often in general.
     67 * Make sure you have saved the map before resizing it, in case something goes wrong. Undo does apply for resizing the map, '''though it is not always perfect'''. It's always good to save before major changes, and to save often in general.