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Terrain size [Solved]

Posted: Sat Jul 09, 2011 10:00 pm
by Tears2Roses
So, while playing with ZE again today, when I palyed my map in-game, I noticed it was HUGE. After reading around, I opened ZE, under the advanced tab I click terrain, create new terrain, and entered a smaller number. I know it has to be to the power of 2, so I entered in 64x64. Then I click create new terrain. However, I end up with a black grid, with my mouse as a green box. I click and nothing happens. Any ideas? Because having a huge map makes it impossible to do anything in SP. I can add objects, but no new textures and when I go to open a new texture it shows wipe_black.tga in the open box. if I re-open ZE I can have my default, borring yavin sitting there, enourmous as ever.

Re: Terrain size

Posted: Sat Jul 09, 2011 10:29 pm
by nmycon
I'm pretty sure most of the stock maps (except the indoor ones) have the same terrain size as the default map. Load endor for example, a very small valley in the middle of a large terrain area.

Just move your command posts together, set a boundary and borders for the AI and your "map" will become smaller. You don't need to actually reduce the size of the terrain, I doubt most people even bother changing the default terrain size unless they are making an indoor map.

Re: Terrain size

Posted: Sat Jul 09, 2011 10:43 pm
by CressAlbane
In my experience, nmycon is correct. I have not changed the terrain size and that has worked finely for all of my mapping needs.

Re: Terrain size/hight feature

Posted: Sat Jul 09, 2011 10:53 pm
by Tears2Roses
Thanks. However, doesn't the large map mean larger file size?

Also, what about adding cliffs/hills? I can use the hight feature but that just makes a verticle wall, not a smooth or rounded cliff.

Re: Terrain size/hight feature

Posted: Sat Jul 09, 2011 11:07 pm
by THEWULFMAN
Tears2Roses wrote:Thanks. However, doesn't the large map mean larger file size?
No. The number of textures and models in the map determine map size. Utapau is bigger than Hoth file size wise.
Tears2Roses wrote:Also, what about adding cliffs/hills? I can use the hight feature but that just makes a verticle wall, not a smooth or rounded cliff.
Check out that awesome "Blend" tool on those vertical walls.

Re: Terrain size

Posted: Sun Jul 10, 2011 12:05 am
by Eggman
You can generally leave the terrain at it's default size and create a good map, but to answer your original problem: when you re-size the terrain in ZE, the terrain textures are removed and the terrain viewing mode is set to wireframe. All you need to do is change the terrain view back to 'solid,' then reapply whatever terrain textures you want using the texture edit mode (you'll need to assign textures to the slots on the right hand of the screen, first). A simple solution to a simple problem, but I can understand your confusion since it isn't really explained anywhere. I remember being a little puzzled the first time I tried re-sizing terrain (or the first time I tried anything new in ZE, for that matter). :thumbs:

Re: Terrain size/hight feature

Posted: Sun Jul 10, 2011 10:23 am
by Tears2Roses
THEWULFMAN wrote:
Tears2Roses wrote:Also, what about adding cliffs/hills? I can use the hight feature but that just makes a verticle wall, not a smooth or rounded cliff.
Check out that awesome "Blend" tool on those vertical walls.
Thanks :thumbs:

@eggman thats for the tip on making the textures solid, nowI can reduce my size if I wanted to make a map like tantive ( although using ZE's poor movement tools inside would anoy me )

I should be good to go now, thanks guys :D