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How do you terrain a castle?

07-08-2005, 02:35 AM#1
Guest
In the rpg I'm currently working on, there is going to be a castle (single-level) where the player can talk to NPC's, fight, etc. I'm not really sure at all how to make walls and do the interior, and I don't know how to make imported models into a doodad. I'm pretty good at triggers, but I have some trouble with terraining. Please help!
07-08-2005, 03:09 AM#2
Beam
it may be a bit hard to see these, but if you don't know how to import doodads, you could do it this way.



these walls were made with the destructible rock chunk doodad. i just made a new doodad and changed the model path to the rock chunk. set the pathing to none, place a chunk (i think it was variation 6. don't remember), rotate it the right way, raise/lower to the right height, you got the makings of a wall. course this is real time consuming but the end effect looks like an actual castle wall.

if you dont wana do that, you could always just scale up some of the current stone walls and stuff.
07-08-2005, 03:44 AM#3
PlasticAngel
o_O I learned sumthing new, I never even thought of using that doodad. Thanks beam I love you! 300 posts zomg!
07-08-2005, 04:55 AM#4
demonsofdante
im so glad i joined these forums, im learning so much in my first 2 weeks :)
07-08-2005, 08:23 PM#5
Guest
Very nice. Thanks for the help!

EDIT: What would tiles would you recommend for the interior of the castle? Possibly dirt or rock... also, I realize this is an extremely amateurish question, but how do you rotate objects? I can't figure it out... :\\
07-09-2005, 04:49 AM#6
FLUFFwc3
If you download the Ultimate Terraining Map (Stickied) then there are some nice looking castle walls and towers and stuff that may be worth checking out.

To import a model, go to the file importer, then import a model that was downloaded or whatever. Next, make a doodad and change its model to one that was imported.

Good luck!
07-09-2005, 08:31 PM#7
Guest
Nice. I'm using Fortress walls and corners, but for some reason they don't match up right. Any idea how I could remedy this?

EDIT: lol, I'm super retarded. but.... how can you keep the camera from moving up when you scroll over cliffs?
07-16-2005, 03:31 AM#8
Quickshok
Quote:
Originally Posted by spacepirate09
Nice. I'm using Fortress walls and corners, but for some reason they don't match up right. Any idea how I could remedy this?

In the object editor, if you set the pathing of the doodads, to none they will be much eaiser to line up. Units will be able to pass right through the doodads after this, but you can put pathing blockers where they are needed.

Quote:
EDIT: lol, I'm super retarded. but.... how can you keep the camera from moving up when you scroll over cliffs?

I doubt you can really prevent it, but you can control the camera by holding shift and right clicking on the terrain, and then scrolling around. Also you can zoom in/out by using the scroll button on the mouse.
07-16-2005, 07:15 AM#9
cowboybill
Quote:
Originally Posted by Quickshok
In the object editor, if you set the pathing of the doodads, to none they will be much eaiser to line up. Units will be able to pass right through the doodads after this, but you can put pathing blockers where they are needed.
.


how do u actually change the height of the doodad so one is able to stack em on top of each other ?
07-16-2005, 08:18 AM#10
Belphegor666
Use ctrl with PGUP, PGDOWN and don't forget to uncheck Reset Object Height (something) from the Advanced menu, or your object will reset height when you move it.