Now hit apply. You may find yourself under the map at this time. Hit your space bar to go to navigation mode and use the A,W,S,D
button to get on top of the map.
Now you have your terrain created. At this time click file and click save as and save it in the map folder you created.
Now do the same for the second texture. There are (det) and (mac) for each texture. chose the texture with the same name as your first but with (mac) in the title.
You can mix the textures however you like. If you are going to be making a mountainous map I would suggest making your bottom layer with the rock textures.
I chose data\world\ground textures\dirt(mac) bf .stx. Now click the green button to apply your texture.
Now select flatten height. Then under edit mode click both. You can change the size and strength but we will leave it at the default setting.
You will see a red circle. Move it over the area you want to flatten and click and hold the left mouse button and move the circle around until you have a flattened area.
HOW TO MOVE YOUR OBJECT
make sure the object you want to move is selected. Right click and you will see a green box. sometimes
you will only see the xyz on the screen. Now hold your left mouse button and you can move the house around.
By clicking on rotate you can turn the house around.
Now do this one more time. Note: I chose to add 3 file types of this tree. You can put in however many you want. I chose data\world\models\vegetation\ponderosa(3dm)_35m.j3d
for my third selection. Now you will have a box that looks like this.
Click close file.
Now click on object radius check. You will see your list of trees. Select the first tree
and change the radius to 20. Now selecth the second one and change to 30 and then change the fourth one to
40. This will set the distance between each tree. These values are in dcm, so 10 will be 1 meter.
Scroll down to where it say objects. For the purpose of the purpose of this tutorial we will change it to1500 trees. You can also change the altitude and slope constraints to where the trees will be placed. For this tutorialwe will leave at the default settings. Click apply.
A small box will appear in the center of your screen. Click ok. Now we have trees on the map.
Now lets add some texture under the trees.
click on terrain texturing. Select the next one labeled undefined. See part 1 for reference to adding texture.
I changed the name to under pine and used data\world\groundtextures\underpines(det)_bf.stx
for my first texture.
I used data\world\groundtextures\underpines(mac)_bf.stx for my second texture.
click the green button and save again.
Now right click on the new layer and select edit index.
this will put the dynamics on the layer you want. you must chose one of the names that you created under
terrain texturing. I chose "bottom". Make sure you spell it the same as it is under terrain texturing.
Now scroll back up and uncheck calculate all frames. Change the frame range to 0 to 2. change the number of rays to 8.
click process precalcutate illumination. you will see a blue bar showing the progress of the lighting. When this is done save the map.
then change the frame range to 5 to 7 and repeat. Save. then once again change the frame range to 10 to 12.
When this is all done go back and check anything that you had unchecked before running lights and change the frustum back to what it was.
Your lights are now done. Save.
Now save the map and open up your paint program. Hit control V and you will see a picture of your map.
Select the cut out tool and cut out the map in the top left hand corner. After you select the box you need to right click and select cut.
now select new under file. Then under image change attributes to 256 x 256. Now right click on the white box and select paste.
you will now see the image that you cut out earlier. Click on the lower right corner and resize it until it fills up the white box.
Next is the screenshot. This is the pic you see on the left in the game when you are chosing a map to play. Once again you can chose whatever you want for a pic. Make sure the attributes are 256x256 and you save it as a png under Scrshot.
You now have all the pics for the map. Let's apply the profile and create an spk so that everyone can play.
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