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9 hours ago, YamashiroKai said:

Would you happen to know how Gaijin measures a custom map's popularity? I'm making a naval map and they're inherently unpopular so I think it would be a hard to get people to play it.

I don't know, unfortunately. As far as I know the map could be considered for implementation if it meets the quality standards. Have you made any WiP posts/screenshots of the level?

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11 hours ago, YamashiroKai said:

Also how do I change the water settings of my map? In the editor it looks like a regular ocean but in the game the water is flat and brown, like a lake.

Don't use water_transparent. Use that default Water_3d or something. Make a square polygon and put each corner in -+, ++, -- and -+ coordinates on the same height.

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Is there a way to set where the detailed heightmap is drawn on the map? When I attempt to change the area origin it always resets to 0,0 in the middle of the map.

 

Also when I enable grass on my map, the game crashes when I attempt to test it. These are my settings, which I've taken from the 'empty_location' map.

 

randomGrass{

  guadalcanal_detailed_colormap:t = "guadalcanal_detailed_colormap_scatter_mask"

  layer{
    maskChannel:p4 = 1, 1, 1, 0
    res:t ="grass_fill_a"
    density:r = 4
    horScale:r = 1.2                      
    horMinScale:r = 0.5
    verScale:r = 1.2
    verMinScale:r = 0.5
    windMul:r = 0.05

    include ":/levels/grass_colors/_grass_color_fill_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 1, 0, 0, 0
    res:t ="grass_reed_a"
    density:r = 0.5
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1.2
    verMinScale:r = 0.9
    windMul:r = 0.05
    radiusMul:r = 0.5

  include ":/levels/grass_colors/_grass_color_reed_a.blk"
  include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 0, 1, 0, 0
    res:t ="grass_daisies_a"
    density:r = 1
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1.2
    verMinScale:r = 0.9
    windMul:r = 0.05
    radiusMul:r = 0.4

    include ":/levels/grass_colors/_grass_color_daisies_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 0, 0, 1, 0
    res:t ="grass_heather_a"
    density:r = 2
    horScale:r = 1.2                      
    horMinScale:r = 0.5
    verScale:r = 1.2
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.4

    include ":/levels/grass_colors/_grass_color_heather_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 0, 1, 0, 0
    res:t ="grass_tulip_a"
    density:r = 4
    horScale:r = 1.2                      
    horMinScale:r = 0.5
    verScale:r = 1.2
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.4

    include ":/levels/grass_colors/_grass_color_tulip_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 1, 1, 1, 0
    res:t ="grass_sedge_a"
    density:r = 7 
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.6

    include ":/levels/grass_colors/_grass_color_simple_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 1, 1, 0, 0
    res:t ="grass_simple_a"
    density:r = 3 
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.7

    include ":/levels/grass_colors/_grass_color_simple_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }
}

 

Edited by YamashiroKai
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10 hours ago, YamashiroKai said:

Also when I enable grass on my map, the game crashes when I attempt to test it. These are my settings, which I've taken from the 'empty_location' map.

 

randomGrass{

  guadalcanal_detailed_colormap:t = "guadalcanal_detailed_colormap_scatter_mask"

  layer{
    maskChannel:p4 = 1, 1, 1, 0
    res:t ="grass_fill_a"
    density:r = 4
    horScale:r = 1.2                      
    horMinScale:r = 0.5
    verScale:r = 1.2
    verMinScale:r = 0.5
    windMul:r = 0.05

    include ":/levels/grass_colors/_grass_color_fill_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 1, 0, 0, 0
    res:t ="grass_reed_a"
    density:r = 0.5
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1.2
    verMinScale:r = 0.9
    windMul:r = 0.05
    radiusMul:r = 0.5

  include ":/levels/grass_colors/_grass_color_reed_a.blk"
  include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 0, 1, 0, 0
    res:t ="grass_daisies_a"
    density:r = 1
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1.2
    verMinScale:r = 0.9
    windMul:r = 0.05
    radiusMul:r = 0.4

    include ":/levels/grass_colors/_grass_color_daisies_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 0, 0, 1, 0
    res:t ="grass_heather_a"
    density:r = 2
    horScale:r = 1.2                      
    horMinScale:r = 0.5
    verScale:r = 1.2
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.4

    include ":/levels/grass_colors/_grass_color_heather_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 0, 1, 0, 0
    res:t ="grass_tulip_a"
    density:r = 4
    horScale:r = 1.2                      
    horMinScale:r = 0.5
    verScale:r = 1.2
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.4

    include ":/levels/grass_colors/_grass_color_tulip_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 1, 1, 1, 0
    res:t ="grass_sedge_a"
    density:r = 7 
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.6

    include ":/levels/grass_colors/_grass_color_simple_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }

  layer{
    maskChannel:p4 = 1, 1, 0, 0
    res:t ="grass_simple_a"
    density:r = 3 
    horScale:r = 1.2                      
    horMinScale:r = 0.9
    verScale:r = 1
    verMinScale:r = 0.5
    windMul:r = 0.05
    radiusMul:r = 0.7

    include ":/levels/grass_colors/_grass_color_simple_a.blk"
    include ":/levels/grass_colors/_grass_color_lightness_warm.blk"
  }
}

 

 

 

Edited by TheKeiunKai
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Almost nothing about detailed heightmaps works in the location editor.

 

- Area origin does nothing. When you attempt to make a change it simply reverts to 0,0. Thus it presumably cannot be moved from the center.

- Detailed hmap cannot be erased.

- Detailed hmap cannot be imported from a .tif, only imported. Nothing happens.

- When you import a new main hmap, a hole will be created where the detailed area is.

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  • 2 months later...

In locationEd I keep getting this error on start up, shown below. I have tried unistall and reinstalling the cdk with no luck. Any idea whats wrong?

 

---------------------------
FATAL ERROR
---------------------------
assert failed in ..\..\prog\gameLibs\rendInst\rendInstGenLand.cpp:198,LandClassGameResFactory::createGameResource() :
"ld->riRes != 0"

LandClass resource iwo_jima_fields_b failed to resolve ref[0]=37051 <pcf_tree_simple_c>
---------------------------
Abort   Retry   Ignore   
---------------------------

Edited by DENZO

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9 minutes ago, DENZO said:

In locationEd I keep getting this error on start up, shown below. I have tried unistall and reinstalling the cdk with no luck. Any idea whats wrong?

 

---------------------------
FATAL ERROR
---------------------------
assert failed in ..\..\prog\gameLibs\rendInst\rendInstGenLand.cpp:198,LandClassGameResFactory::createGameResource() :
"ld->riRes != 0"

LandClass resource iwo_jima_fields_b failed to resolve ref[0]=37051 <pcf_tree_simple_c>
---------------------------
Abort   Retry   Ignore   
---------------------------

 

Probably need an update for the CDK, that's like this every major update. Can't do much except waiting for a new CDK coming out.

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  • 1 month later...
4 hours ago, YamashiroKai said:

Is there a way to get in direct contact with Gaijin's map developers? Like email or something?

No, that is unfortunately not possible. If it's a question about the tools you can ask it here.

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What each value of this control in obj_plant_generate? Is it like RGBA or something?

colorFrom:c=105, 115, 110, 160 //color of the leafs

colorTo:c=115, 140, 125, 190 //color of the leafs

 

or this in randomGrass

color_mask_r_from:c=67, 173, 28, 255 
color_mask_r_to:c=89, 148, 40, 255

 

[Edit] With trial and error, for certain I can say that in colorFrom... the 4th value is brightness where 0 is no light reflected and 255 is mostly white. Still, need confirmation about the rest of them from more experienced "in the know" people.

 

Edited by TheKeiunKai
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19 minutes ago, TheKeiunKai said:

What each value of this control in obj_plant_generate? Is it like RGBA or something?

colorFrom:c=105, 115, 110, 160 //color of the leafs

colorTo:c=115, 140, 125, 190 //color of the leafs

 

or this in randomGrass

color_mask_r_from:c=67, 173, 28, 255 
color_mask_r_to:c=89, 148, 40, 255

 

[Edit] With trial and error, for certain I can say that in colorFrom... the 4th value is brightness where 0 is no light reflected and 255 is mostly white. Still, need confirmation about the rest of them from more experienced "in the know" people.

 

It's the colour range in which the vegetation can be coloured. And yes, you're correct about the 4th value.

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1 minute ago, LordMustang said:

It's the colour range in which the vegetation can be coloured. And yes, you're correct about the 4th value.

So it is in RGB + brightness.

Thank you very much!

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  • 4 weeks later...

I am having trouble in the Location ED. Basically when I have put ships in the Harbor of the Honolulu map but some of the depths are a little shallow. I want to edit these and make these areas deeper so the ships do not clip and freak out.

 

1. I load the level as a .level.blk file

 

2. I then load the mission I have created

 

3.After that is done I can see all of the assets placed but the terrain mesh does not appear

 

What am I doing wrong?

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  • 4 weeks later...
On 25/01/2021 at 18:13, ColTnns said:

I am having trouble in the Location ED. Basically when I have put ships in the Harbor of the Honolulu map but some of the depths are a little shallow. I want to edit these and make these areas deeper so the ships do not clip and freak out.

 

1. I load the level as a .level.blk file

 

2. I then load the mission I have created

 

3.After that is done I can see all of the assets placed but the terrain mesh does not appear

 

What am I doing wrong?

You can't edit gaijin made maps in location editor.

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2 hours ago, Bombe18 said:

Is anyone know how to make a .tif or .raw acceptable by the CDK ?
Cause i dont work at all.
Ref : https://forum.warthunder.com/index.php?/topic/516547-location-editor-and-tif/

Open the heightmap in photoshop, then save as .tiff, use these settings: Image compression = none, pixel order = interleaved (rgbrgb), byte order = IBM PC, then press ok.

Make sure your heightmap is 2048, 4096...  and so on.

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