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Island maps
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Mr_Mule



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PostPosted: Wed Jan 27, 2010 9:44 am Post subject: Island maps Reply with quote

I made a map with 2 Islands.I went to make the level spk file & I got a message saying the map cannot have more than 25% water.
I ended up connecting the islands which covered up alot more map than other island maps like Chupa Island & Mags Slaughter maps.
I also changed the water level,world gap & I still got the same message. Confused
How do I get around that setting?

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Lucky
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PostPosted: Wed Jan 27, 2010 11:09 am Post subject: Re: Island maps Reply with quote

Mr_Mule @ Thu Jan 28, 2010 12:44 am wrote:
I made a map with 2 Islands.I went to make the level spk file & I got a message saying the map cannot have more than 25% water.
I ended up connecting the islands which covered up alot more map than other island maps like Chupa Island & Mags Slaughter maps.
I also changed the water level,world gap & I still got the same message. Confused
How do I get around that setting?

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The Only way I think is to increase the land mass you may try putting in a large hill like in Mag's Slaughter Maps that create more land mass.
In every map I have made of islands the editor has those limits.  and no way to increase the 25/75 ratio


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Timberwolfswe



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PostPosted: Wed Jan 27, 2010 12:36 pm Post subject: Re: Island maps Reply with quote

The best way is to have land on the outskirts of the map. Just edited ur editorpic so you see how u can do it.
The deers will mostly spawn on the island anyways.

http://i163.photobucket.com/albums/t312/TimberwolfSWE/LevelEditorerrorwater.jpg


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PostPosted: Wed Jan 27, 2010 1:46 pm Post subject: Re: Island maps Reply with quote

Here's The Basic Steps, In Getting More Bang For Your Buck:

1.) Create A New Map.
2.) Save The Map.
3.) With Notepad Open Up level.ter, and change:

PixelSize = 40.000000;

To

PixelSize = 33.000000;

4.) Open The Map Back Up In The Map Editor.
5.) In Your Profile portion in the map editor, change your world gap to it's max setting.

6.) Now Start filling out your island again, should be able to get it much smaller now.

-Sam
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Magnum1973



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PostPosted: Wed Jan 27, 2010 3:01 pm Post subject: Re: Island maps Reply with quote

My Slaughter maps and maps like chupa island do not have more then 25% water.  It is all an optical illusion.  If you go to the north end of chupa and go in the water you can eventually walk to land.  What you have to do is figure out where the hunting area is.  Make a small wall all the way around the hunting area.  Put your island and water inside the hunting area. If you make the wall just above the water, it is hard to see the land.  One thing that I do is paint the area, outside the hunting area, the same color as the water.


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DanthemanBoone
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PostPosted: Wed Jan 27, 2010 4:34 pm Post subject: Re: Island maps Reply with quote

Hey Mr Mule
Set your world gap at 500 in the editor. Mark some parrelell lines... with grass texture or something...where you think the 500 should be.
Go into the game and check which line is closest to the boundary then go back to the editor and delete and move the mark and check again in the game untill you have a mark right on the world gap  boundary. Set it up on all four sides.

Once you know where it is you can start the water there and leave the land outside the world gap above water (Deer cant spawn there)
and cut the water channel toward the centre until you reach the 25% limit.
If a full map is 2.4 along each side (A = 2.4 X 2.4) setting a 500 gap will reduce the huntable area inside the world gap to 1.4 along each side (B = 1.4 x1.4). IE 0.500 of all 4 sides of the map.

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By digging a trench from the world gap towards the centre, and filling it with water,  you can reduce the total remaining land size size up to a Further 25 % less than the total original map size A. (A divided by 4).


The deer willl generally not spawn in the water but remember they can enter it and swim all the way to the world gap if they feel like it.
If you have downloaded my map of 'The Pipeline', go into 'Roe Reer Road Kill'  check out the GPS map and walk one of the bridges. You will see how this formula works in a geometric set out.

Hope this helps.

PS. Dont take the forulae as gospel, Im not too good at maths. Embarassed


Old Hunters never die.They just sit around the campfire and tell the biggest lies.

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Mr_Mule



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PostPosted: Thu Jan 28, 2010 3:03 pm Post subject: Re: Island maps Reply with quote

[quote="Magnum1973 @ Wed Jan 27, 2010 7:58 pm"]My Slaughter maps and maps like chupa island do not have more then 25% water.  It is all an optical illusion.  If you go to the north end of chupa and go in the water you can eventually walk to land.  What you have to do is figure out where the hunting area is.  Make a small wall all the way around the hunting area.  Put your island and water inside the hunting area. If you make the wall just above the water, it is hard to see the land.  One thing that I do is /quote]

Thanks everyone!!!!
Mag painting the area, outside the hunting area, the same color as the water is a cool trick.

You guys ROCK!!! Cool


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PostPosted: Thu Jan 28, 2010 3:57 pm Post subject: Re: Island maps Reply with quote

Don't forget to paint the game map and game mini map as well.


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Mr_Mule



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PostPosted: Sat Jan 30, 2010 3:47 pm Post subject: Re: Island maps Reply with quote

Magnum1973 @ Thu Jan 28, 2010 8:54 pm wrote:
Don't forget to paint the game map and game mini map as well.


I've been using the editors mini map most of the time lately to make the game map,ect...  to so I'll get it hooked up.

Thanks again!!!!!


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timberwolf



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PostPosted: Sun Jan 31, 2010 1:18 pm Post subject: Re: Island maps Reply with quote

The size of a level is determined by the
Height Field Size and the Square Size.

The Height Field Size is the number of "terrain tiles" per side that the level will have.
(It is in fact the number of pixels of the HField.pcx/HField.png file and other files in the level folder.)
All DH2004 and DH2005 levels use 640 x 640 here, or 640 terrain tiles per side.
TH2003 levels use 64, 128, 256, 512 or 1024 terrain tiles per side.

The Square Size is the size of each "terrain tile" in decimeters.
All DH2004 and DH2005 levels use 40 here, or 4 meters per terrain tile.
TH2003 levels use 20, 30, 40, 60, 80, 100, 120 or 160.

These values are shown when creating a new level. They can be changed in TH2003 but not in DH2004 or DH2005.

The size of the level is the number of terrain tiles x the terrain tile size, the Height Field size x the Square Size.

In DH2004/05: 640 x 40 = 25600dm = 2560m, so just over 2.5km.

In TH2003 any combination of the values mentioned above.
(Which result in levels of 128, 192, 256, 384, 512, 640, 768, 1024, 1280, 1536, 2048, 2560, 3072, 4096, 5120, 6144, 8192, 10240, 12288 or 16384m per side.)

So ranging from 128m to over 16km.

2) Now this is how to make a level any size you like:

First create a new level. Fill in the New Level Data.
For TH2003 choose the Height Field Size you want to use (see below).
Immediately save the new level and exit the editor.

Go to your level folder and open the level.ter with notepad.
Scroll down until you see the line
PixelSize = 40.000000; and change to Pixelsize = 31.250000;
This value is the Square Size and we now can change this to anything we want.
A higher number gives a bigger level and a lower number a smaller level.

Save and close. Open the level again in the editor and start building.


3) But what values to use?

As we have seen above,
Level Size = Height Field size x Square Size.
So: Square Size = Level Size : Height Field Size.

Now if we want to make a level of, for example, 3072m wide in DH2004/05 the Square Size should be
30720 : 640 = 48.
So we change the Pixelsize in notepad to
Pixelsize = 48.000000;

In TH2003 we have to decide first which Height Field Size suits our new level best and choose this when creating the level (see above).
If we want to make a level of, for example, 2560m wide and want to use a Height Field Size of 512 the Square Size should be
25600 : 512 = 50.
So we change the Pixelsize in notepad to
Pixelsize = 50.000000;

Theres just one restriction in DH2004/05, the game won't accept levels smaller than 2km.
So the smallest Square Size you can use in DH2004/05 is
20000 : 640 = 31.25 ->
Pixelsize = 31.250000;
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PostPosted: Sun Jan 31, 2010 6:29 pm Post subject: Re: Island maps Reply with quote

DanthemanBoone @ Wed Jan 27, 2010 9:31 pm wrote:
Hey Mr Mule
Set your world gap at 500 in the editor. Mark some parrelell lines... with grass texture or something...where you think the 500 should be.
Go into the game and check which line is closest to the boundary then go back to the editor and delete and move the mark and check again in the game untill you have a mark right on the world gap  boundary. Set it up on all four sides.

Once you know where it is you can start the water there and leave the land outside the world gap above water (Deer cant spawn there)
and cut the water channel toward the centre until you reach the 25% limit.
If a full map is 2.4 along each side (A = 2.4 X 2.4) setting a 500 gap will reduce the huntable area inside the world gap to 1.4 along each side (B = 1.4 x1.4). IE 0.500 of all 4 sides of the map.

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By digging a trench from the world gap towards the centre, and filling it with water,  you can reduce the total remaining land size size up to a Further 25 % less than the total original map size A. (A divided by 4).


The deer willl generally not spawn in the water but remember they can enter it and swim all the way to the world gap if they feel like it.
If you have downloaded my map of 'The Pipeline', go into 'Roe Reer Road Kill'  check out the GPS map and walk one of the bridges. You will see how this formula works in a geometric set out.

Hope this helps.

PS. Dont take the forulae as gospel, Im not too good at maths. Embarassed


Thanks Dan!!! I added a house where I thought the boundary would be.
I entered the game. I guess I got lucky.
It ended up right outside the hunting area so I deleted the house & started from that spot.
Now I gotta get my editor to stop acting up.
It keeps putting alot of trees like they are leaning.
I checked the align to bounding box like always so I don't know what the problem is.........  Mad


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Mr_Mule



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PostPosted: Sun Jan 31, 2010 6:37 pm Post subject: Re: Island maps Reply with quote

timberwolf @ Sun Jan 31, 2010 6:15 pm wrote:
The size of a level is determined by the
Height Field Size and the Square Size.

The Height Field Size is the number of "terrain tiles" per side that the level will have.
(It is in fact the number of pixels of the HField.pcx/HField.png file and other files in the level folder.)
All DH2004 and DH2005 levels use 640 x 640 here, or 640 terrain tiles per side.
TH2003 levels use 64, 128, 256, 512 or 1024 terrain tiles per side.

The Square Size is the size of each "terrain tile" in decimeters.
All DH2004 and DH2005 levels use 40 here, or 4 meters per terrain tile.
TH2003 levels use 20, 30, 40, 60, 80, 100, 120 or 160.

These values are shown when creating a new level. They can be changed in TH2003 but not in DH2004 or DH2005.

The size of the level is the number of terrain tiles x the terrain tile size, the Height Field size x the Square Size.

In DH2004/05: 640 x 40 = 25600dm = 2560m, so just over 2.5km.

In TH2003 any combination of the values mentioned above.
(Which result in levels of 128, 192, 256, 384, 512, 640, 768, 1024, 1280, 1536, 2048, 2560, 3072, 4096, 5120, 6144, 8192, 10240, 12288 or 16384m per side.)

So ranging from 128m to over 16km.

2) Now this is how to make a level any size you like:

First create a new level. Fill in the New Level Data.
For TH2003 choose the Height Field Size you want to use (see below).
Immediately save the new level and exit the editor.

Go to your level folder and open the level.ter with notepad.
Scroll down until you see the line
PixelSize = 40.000000; and change to Pixelsize = 31.250000;
This value is the Square Size and we now can change this to anything we want.
A higher number gives a bigger level and a lower number a smaller level.

Save and close. Open the level again in the editor and start building.


3) But what values to use?

As we have seen above,
Level Size = Height Field size x Square Size.
So: Square Size = Level Size : Height Field Size.

Now if we want to make a level of, for example, 3072m wide in DH2004/05 the Square Size should be
30720 : 640 = 48.
So we change the Pixelsize in notepad to
Pixelsize = 48.000000;

In TH2003 we have to decide first which Height Field Size suits our new level best and choose this when creating the level (see above).
If we want to make a level of, for example, 2560m wide and want to use a Height Field Size of 512 the Square Size should be
25600 : 512 = 50.
So we change the Pixelsize in notepad to
Pixelsize = 50.000000;

Theres just one restriction in DH2004/05, the game won't accept levels smaller than 2km.
So the smallest Square Size you can use in DH2004/05 is
20000 : 640 = 31.25 ->
Pixelsize = 31.250000;


Thanks man!!!
I'm just a novice at best so I probably won't be getting into stuff quite that complicated for a while.


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DanthemanBoone
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PostPosted: Sun Jan 31, 2010 11:16 pm Post subject: Re: Island maps Reply with quote

Leaning trees. Uncheck the box.. align to ground normal.
Align to ground normal means the trees will align at 90 degrees to the ground. This is ok on a flat map but where you have hill sides the trees will be 'Leaning over"

Also try not to spill your beer on the keyboard. If you are spilling your beer you are probably leaning over yourself, and the trees are actually OK  Laughing .


Old Hunters never die.They just sit around the campfire and tell the biggest lies.

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Mr_Mule



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PostPosted: Mon Feb 01, 2010 7:13 pm Post subject: Re: Island maps Reply with quote

DanthemanBoone @ Mon Feb 01, 2010 4:13 am wrote:
Leaning trees. Uncheck the box.. align to ground normal.
Align to ground normal means the trees will align at 90 degrees to the ground. This is ok on a flat map but where you have hill sides the trees will be 'Leaning over"

Also try not to spill your beer on the keyboard. If you are spilling your beer you are probably leaning over yourself, and the trees are actually OK  Laughing .


The map has hills.I think the editor just had a bug up it's butt.
I deleted all trees & re added them & it looks alright now.
On my old computer the editor uses 100% of my CPU so I have to save & close it fairly often or it freaks out.
It only uses around half my RAM though.I just need an upgrade. I have a 5 year old cheapest walmart had dinosaur.......


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PostPosted: Mon Feb 01, 2010 7:45 pm Post subject: Re: Island maps Reply with quote

One important thing.  Make sure you change your map size before you add objects.  If you don't things will get messed up.


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