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5 hours ago, ShadowRangerCZ said:

This might be stupid question but I want to be sure:

Is it possible to run MP misson on custom map? 

IIRC not but I want to be sure just in case. 

Nope. When I asked a while back I was told it was something they wanted to add, but t's pretty far down the list of priorities.

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  • 1 month later...

Hello. Can someone of you help me with my problem in CDK? 

1) Lets say i have a model made in Blender. How do i place it into CDK? Mabey how to conect Blender with War Thunder...

2) How to make someone elses user model spawn in my CDK project? (in Mission Editor)

3) How do i make a unit (bt 5) fire a differend round than it can (APFSDS)?

4) What are the folder paths in WT for models, locations etc...?

 

Thank you for your response!

 

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  • 2 weeks later...
  • 2 months later...
3 hours ago, MadebyBread said:

Hi, I´m relativley new to the CDK and my question is how can I implement grass into my map?

And is it possible to grow grass without making an entire new landclass and if yes how can I adjust where I want grass to grow and where not?

This tutorial would be enough: 

 

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15 minutes ago, MadebyBread said:

I have already read this, although it was informative it didn't answer my question but now I know how to do it thanks ;-D

 

Ok, then.

To implement grass in your map you need to add this line to YOURMAP.blk file that is located in War Thunder/content/pkg_local/levels/YOURMAP.blk

Spoiler

randomGrass{
  density:r=4.0 
  maxRadius:r=800.0
  sowPerlinFreq:r=0.1 //0.1
  fadeDelta:r=100.0 //100
  lodFadeDelta:r=30.0 //30
  minLodDensity:r=0.18 //0.18
  blendToLandDelta:r=100.0 //100
  texSize:i=1024 //1024
  noise_first_rnd:r=23.1407
  noise_first_val_mul:r=1.0
  noise_first_val_add:r=0.0
  noise_second_rnd:r=0.05
  noise_second_val_mul:r=1.0
  noise_second_val_add:r=0.0
  directWindMul:r=1.0 //1
  noiseWindMul:r=1.0 //1
  windPerlinFreq:r=50000.0
  directWindFreq:r=1.0
  directWindModulationFreq:r=1.0
  windWaveLength:r=100.0
  windToColor:r=0.2
  helicopterHorMul:r=2.0
  helicopterVerMul:r=1.0
  helicopterToDirectWindMul:r=2.0
  helicopterFalloff:r=0.001
  
  LakeNojiri_land:t="LakeNojiri_grass_scatter_mask" 

  layer{
    maskChannel:p4=1.0, 0.0, 0.0, 0.0 
    res:t="grass_sedge_a"
    density:r=4.0 
    horScale:r=1.5 
    horMinScale:r=0.5
    verScale:r=1.5
    verMinScale:r=0.5
    windMul:r=0.05
    color_mask_r_from:c=67, 173, 28, 255
    color_mask_r_to:c=89, 148, 40, 255
    color_mask_b_from:c=204, 180, 82, 255
    color_mask_b_to:c=158, 92, 35, 255
    color_mask_g_from:c=51, 37, 33, 255
    color_mask_g_to:c=247, 242, 186, 255
  }
}

You need to create another landclass for grass.

To adjust where what type of grass grows, you need to create a scatter mask.(warthundercdk/develop/assets/YOURLANDCLASSFOLDER/YOURLANDCLASSFILES) It's a .tga picture with red, green, blue and black colors only. For example, paint the scatter mask in red. Then in randomGrass adjust that your chosen grass will be only where red color is.

To make the grass appear in certain places, create a .tiff mask. Black is off, white is on. Where is white, there will be grass.

 

If you do everything right, grass will show ingame. (It does not show in location editor).

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On 02/06/2019 at 11:21, TheKeiunKai said:

Ok, then.

To implement grass in your map you need to add this line to YOURMAP.blk file that is located in War Thunder/content/pkg_local/levels/YOURMAP.blk

  Reveal hidden contents

randomGrass{
  density:r=4.0 
  maxRadius:r=800.0
  sowPerlinFreq:r=0.1 //0.1
  fadeDelta:r=100.0 //100
  lodFadeDelta:r=30.0 //30
  minLodDensity:r=0.18 //0.18
  blendToLandDelta:r=100.0 //100
  texSize:i=1024 //1024
  noise_first_rnd:r=23.1407
  noise_first_val_mul:r=1.0
  noise_first_val_add:r=0.0
  noise_second_rnd:r=0.05
  noise_second_val_mul:r=1.0
  noise_second_val_add:r=0.0
  directWindMul:r=1.0 //1
  noiseWindMul:r=1.0 //1
  windPerlinFreq:r=50000.0
  directWindFreq:r=1.0
  directWindModulationFreq:r=1.0
  windWaveLength:r=100.0
  windToColor:r=0.2
  helicopterHorMul:r=2.0
  helicopterVerMul:r=1.0
  helicopterToDirectWindMul:r=2.0
  helicopterFalloff:r=0.001
  
  LakeNojiri_land:t="LakeNojiri_grass_scatter_mask" 

  layer{
    maskChannel:p4=1.0, 0.0, 0.0, 0.0 
    res:t="grass_sedge_a"
    density:r=4.0 
    horScale:r=1.5 
    horMinScale:r=0.5
    verScale:r=1.5
    verMinScale:r=0.5
    windMul:r=0.05
    color_mask_r_from:c=67, 173, 28, 255
    color_mask_r_to:c=89, 148, 40, 255
    color_mask_b_from:c=204, 180, 82, 255
    color_mask_b_to:c=158, 92, 35, 255
    color_mask_g_from:c=51, 37, 33, 255
    color_mask_g_to:c=247, 242, 186, 255
  }
}

You need to create another landclass for grass.

To adjust where what type of grass grows, you need to create a scatter mask.(warthundercdk/develop/assets/YOURLANDCLASSFOLDER/YOURLANDCLASSFILES) It's a .tga picture with red, green, blue and black colors only. For example, paint the scatter mask in red. Then in randomGrass adjust that your chosen grass will be only where red color is.

To make the grass appear in certain places, create a .tiff mask. Black is off, white is on. Where is white, there will be grass.

 

If you do everything right, grass will show ingame. (It does not show in location editor).

Ok thanks I might try this later, but now I have anothe issue, I accidently deleted the water polygon and now my water is gone do you know how I can get it back?

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On 05/06/2019 at 19:26, MadebyBread said:

Ok thanks I might try this later, but now I have anothe issue, I accidently deleted the water polygon and now my water is gone do you know how I can get it back?

For large ocean water_3d_001 water then: 

Make a polygon of 4 points, select one point and move it to X: 64000 Z: 64000, then take second point and move it to X: 64000 Z: -64000 and so on (all polygons should be at the same altitude), when you have done that, select the polygon, press P and assign the water_3d asset. Press F11 and be sure that "show water" is on. Then press Ctrl + G, save your project and then export it. 

For individual lakes, rivers:

Make a desired polygon, all polygons should be at the same altitude, then assign the water_transparent asset. Note that water_transparent asset is semi broken, in hangar it doesn't move and reflections are broken. But in mission water_transparent looks normal, it moves and reflections are normal.

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  • 1 month later...
On 03/08/2019 at 15:16, TheKeiunKai said:

Can't rotate any trees in the CDK location editor. Is this bug known, is there a chance it will be fixed? CDK version is 25 june 2019.

1.png

2.png

Trees are not supposed to rotate when placing as entity, afaik. You could place them using a landclass or spline and assign random rotation.

 

12 hours ago, ShadowRangerCZ said:

Has anyone idea how the main and detailed heightmap map work. I can´t figure way how to put them together? Do you have tips?

There's an alright explanation on the wiki's loc editor page.

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9 hours ago, LordMustang said:

There's an alright explanation on the wiki's loc editor page.

Well sadly I can´t get the detailed map working. It is buggy, I can´t get the detailed heightmap to line up properly it also buggs on some part of heightmap (the geometry doesn´t render in some parts)

Heightmaps:

Screens:

Spoiler

1005898798_Snmekobrazovky(230).thumb.png

First screen is just for you to see parameters before I imported the detailed heightmap

496545238_Snmekobrazovky(232).thumb.png.

2106849986_Snmekobrazovky(231).thumb.png

 

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15 hours ago, LordMustang said:

Trees are not supposed to rotate when placing as entity, afaik.

If I remember correctly, In older CDK versions you could rotate them.

15 hours ago, LordMustang said:

You could place them using a landclass or spline and assign random rotation.

I'm afraid I would already have done that, if that would be possible.

Here you can see the pictures after I changed the Y rotation from 0, 90 to 0, 180. No change. All my custom assets have been properly exported and with no red X in asset viewer.

Spoiler

0to90.thumb.PNG.faeca27f1a0e3f8387253e7e0to180.thumb.PNG.f22705aa9b34e6b24c4b940

 

className:t="landClass"

detail{
  texture:t="custommap_land"
  size:p2=4096, 4096
}

 

obj_plant_generate{
  place_on_collision:b=yes
  density:r=0.3
  intersection:r=0
  rseed:i=27614
  colorFrom:c=105, 115, 110, 160
  colorTo:c=115, 140, 125, 190
  placeAboveHt:r=1
  densityMap:t="custommap_forest_mask"
  mapSize:p2=4096, 4096

 

  object{
    orientation:t="world"
    name:t="tree_crimea_pine_medium_b"
    weight:r=0.5
    rot_x:p2=0, 5
    rot_y:p2=0, 180 //changed from 90 to 180, no observable change
    rot_z:p2=0, 5
    scale:p2=1, 0.5
    yScale:p2=1, 0.5
  }
}
 

 

 

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6 minutes ago, TheKeiunKai said:

If I remember correctly, In older CDK versions you could rotate them.

I'm afraid I would already have done that, if that would be possible.

Here you can see the pictures after I changed the Y rotation from 0, 90 to 0, 180. No change. All my custom assets have been properly exported and with no red X in asset viewer.

  Hide contents

0to90.thumb.PNG.faeca27f1a0e3f8387253e7e0to180.thumb.PNG.f22705aa9b34e6b24c4b940

 

className:t="landClass"

detail{
  texture:t="custommap_land"
  size:p2=4096, 4096
}

 

obj_plant_generate{
  place_on_collision:b=yes
  density:r=0.3
  intersection:r=0
  rseed:i=27614
  colorFrom:c=105, 115, 110, 160
  colorTo:c=115, 140, 125, 190
  placeAboveHt:r=1
  densityMap:t="custommap_forest_mask"
  mapSize:p2=4096, 4096

 

  object{
    orientation:t="world"
    name:t="tree_crimea_pine_medium_b"
    weight:r=0.5
    rot_x:p2=0, 5
    rot_y:p2=0, 180 //changed from 90 to 180, no observable change
     rot_z:p2=0, 5
    scale:p2=1, 0.5
    yScale:p2=1, 0.5
  }
}
 

 

 

Can you check the landclass in the AssetViewer and tell me if you observe the same behaviour?

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8 minutes ago, ShadowRangerCZ said:

Can GF and NF units spawn and move outside area of detailed heightmap or not? I remember that in the past that wasn´t case is it still or did somthing change?

Yeah they can.

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3 minutes ago, TheKeiunKai said:

Yeah they can.

Thanks even if there is detailed area. IIRC you couldn´t spawn outside the detailed area (it would auto bailout). If so thats great news I just need to get that stupid map editor get working properly. Do you have idea why the detailed area snaps each 2000 metres (in my case) and nothing in between?

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OK I aparently don´t understand how detailed heightmap works.

I have location which is 45 056x45 056metres and I want detailed heightmap of size 5 632x5 632 what parameters I should type into detailed heightmap options?

 

ED: OK I got it can someone explain why there is are size option when it doesn´tdo anything?

Edited by ShadowRangerCZ
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4 minutes ago, ShadowRangerCZ said:

Thanks even if there is detailed area. IIRC you couldn´t spawn outside the detailed area (it would auto bailout). If so thats great news I just need to get that stupid map editor get working properly.

That's only if you use the empty_location map (small island). It's better to use iwo jima sample map because it's bigger and it doesn't have play area restriction to it. Well, if you use empty_loction map and want the pay area to be bigger, you have to edit it's .blk file in content/pkg_local/levels. Or you can compare the sample iwo jima map blk with small island tank map blk and see what's different in each of them.

8 minutes ago, ShadowRangerCZ said:

Do you have idea why the detailed area snaps each 2000 metres (in my case) and nothing in between?

I don't know what do you mean by that. Hard to imagine without pictures or a video.

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