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Topic: Dropping entities - acting goofy |
P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Wednesday, Dec. 24, 2008 11:56 pm |
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Rasta writes...Quote: You must turn off random rotation (icon that looks like a leaf)
Just another thing that doesn't work on our half finished tools.
Well that sucks! |
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Tridon |
General Member Since: Jan 25, 2006 Posts: 232 Last: Nov 28, 2010 [view latest posts] |
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P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Saturday, Dec. 27, 2008 07:31 pm |
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Tridon writes...Quote: What I did as a work around for this problem was to use my terrain as reference in COD 4 radiant. Some of the grass models are the same in both Radiant versions so you can do what you want in radiant 4 and load it up in radiant waw.
The easiest way to do that is to select the terrain you want to add grass to in radiant waw, then start a new map and copy the selected terrain into it. Save the map with a new name.
Start up radiant 4 and browse to the map you just made (it'll be in Activision\Call of Duty - World at War\map_source) and open it. Don't worry about the terrain not being visible in the 3D window because you're only using it for reference anyway. You can always make the terrain out of caulk texture so it's easier to locate if you like. Start planting the models on your terrain in the 2D grid. Remember, the model has to have the same name in both COD 4 radiant and WaW radiant. DO NOT move your terrain at all as it's being used for reference to plant your grass models. Save the map back in the original Activision\Call of Duty - World at War\map_source folder.
Start WaW radiant again and open up the terrain map your were working on. You'll see your new grass all planted and ready to use in your real map.
Select all the terrain (not the models) and press backspace to delete it. Now draw a brush over all the grass models and right click on the 2D window and choose Select > Select Complete Tall to select all the models.
Open your real map and when radiant asks you Copy selection? click yes, and your map will load up with the grass models added to your map and terrain.
The instructions are a little long but the process is relatively quick. For me the grass was too tall and dense, so in radiant WaW with all the grass models still selected, I brought up the Entity editor and added a Key/Value of modelscale/0.5. Doing that thinned out my grass and made it shorter and I got the results I was looking for.
Most excellent. Great tip. The ironic thing is I've done prefabs like this and didn't even think about it. I'd save a terrain patch selection and load up models on it that way. |
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Daevius |
General Member Since: Nov 26, 2004 Posts: 54 Last: Feb 25, 2009 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Saturday, Dec. 27, 2008 07:45 pm |
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You must turn off snap to grid.
Or, you can use a tool I made and which is in development right now (which is why it hasn't been publicly published here as well). But it works well and places grass at textures you specify.
http://forum.daevius.com/index.php/topic,38.0.html |
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P.C.Invasion |
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General Member Since: Mar 22, 2005 Posts: 700 Last: Oct 21, 2013 [view latest posts] |
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Daevius |
General Member Since: Nov 26, 2004 Posts: 54 Last: Feb 25, 2009 [view latest posts] |
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Tridon |
General Member Since: Jan 25, 2006 Posts: 232 Last: Nov 28, 2010 [view latest posts] |
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