Results 1 to 2 of 2

  Click here to go to the first Developer post in this thread.  

Thread: Tutorial

  1. #1
    CWR² Developer Jakerod's Avatar
    Join Date
    Jul 29 2002
    Location
    Chicago, IL, USA
    Posts
    4,055
    Alright this is something I threw together a while ago that may or may not help people. Basically it just helps set stuff up after you install visitor properly. This is assuming you want to use res objects.

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ---&#62;Textures&#60;---
    Sand- &#34;pt.paa&#34;
    Rock- &#34;s2.paa&#34;
    Grass- &#34;t1.paa&#34;
    Grass&#40;2&#41;- &#34;b1.paa&#34;
    Forest Dirt- &#34;j1.paa&#34;

    ---&#62;Nature Objects&#60;---
    Loading Objects-
    Tools&#62;Nature Objects&#62;Add
    Select o&#92;Skal&#92;Skala 1_1.p3d
    Hold Left shift and select
    o&#92;Tree&#92;Smrk_velky.p3d
    --Hit Okay--

    Skala- Rocks
    Akat - Tree
    dd_borovice - tree
    dd_bush - bush
    dd_rakosi - Cat Tail Plant
    dubfx - small tree
    javor - tree
    javor01posed - tree house
    les... - Forest pieces DO NOT USE&#33;&#33;&#33;
    Smrk - Pine Tree
    Randomize Options &#40;On Right Side&#41;
    Trees-
    Randomize Size 0-50
    Randomize Angle 10-10
    Randomize Orientation 180-180
    Bushes and Rocks-
    Randomize Size 50-50
    Randomize Angle 20-20
    Randomize Orientation 180-180

    Note&#58; Must Check off Boxes for each individual object in the list

    ---&#62;Artificial Objects&#60;---
    Tools&#62;Artificial Objects&#62;Add
    Select o&#92;House&#92;aut_zast.p3d
    Hold Left shift and select
    o&#92;misc&#92;zidel_mala1.p3d
    --Hit Okay--

    DO NOT SELECT ANY OF THE RANDOMIZE OPTIONS FOR THESE&#33;&#33;&#33;
    NOTE&#58; There may be other objects that u want to add under
    o/divk

    ---&#62;Roads&#60;---
    Tools&#62;Roads&#62;Add

    -Name it Sil -Main Highway-
    Max. Angle 60
    Max. Bank 40
    Check off Automatically align to surface
    Click on the Straight Part Tabs&#62;Hit Add
    Add o&#92;road&#92;sil25.p3d
    Add o&#92;road&#92;sil12.p3d
    Add o&#92;road&#92;sil6.p3d
    Click on the Curves Tab&#62; Hit Add
    Add o&#92;road&#92;sil10 100.p3d
    Add o&#92;road&#92;sil10 75.p3d
    Add o&#92;road&#92;sil10 50.p3d
    Add o&#92;road&#92;sil10 25.p3d
    Click on the Terminators Tab&#62; Hit Add
    Add o&#92;road&#92;sil6konec.p3d

    Hit Okay
    Add

    -Name it Ces -Dirt Road-
    Max. Angle 60
    Max. Bank 40
    Check off Automatically align to surface
    Click on the Straight Part Tabs&#62;Hit Add
    Add o&#92;road&#92;Ces25.p3d
    Add o&#92;road&#92;Ces12.p3d
    Add o&#92;road&#92;Ces6.p3d
    Click on the Curves Tab&#62; Hit Add
    Add o&#92;road&#92;Ces10 100.p3d
    Add o&#92;road&#92;Ces10 75.p3d
    Add o&#92;road&#92;Ces10 50.p3d
    Add o&#92;road&#92;Ces10 25.p3d
    Click on the Terminators Tab&#62; Hit Add
    Add o&#92;road&#92;Ces6konec.p3d

    Hit Okay
    Add

    -Name it Asf -Asphalt Road-
    Max. Angle 60
    Max. Bank 40
    Check off Automatically align to surface
    Click on the Straight Part Tabs&#62;Hit Add
    Add o&#92;road&#92;Asf25.p3d
    Add o&#92;road&#92;Asf12.p3d
    Add o&#92;road&#92;Asf6.p3d
    Click on the Curves Tab&#62; Hit Add
    Add o&#92;road&#92;Asf10 100.p3d
    Add o&#92;road&#92;Asf10 75.p3d
    Add o&#92;road&#92;Asf10 50.p3d
    Add o&#92;road&#92;Asf10 25.p3d
    Click on the Terminators Tab&#62; Hit Add
    Add o&#92;road&#92;Asf6konec.p3d

    Hit Okay
    Add

    -Name it Kos -Cobble Stone Road-
    Max. Angle 60
    Max. Bank 40
    Check off Automatically align to surface
    Click on the Straight Part Tabs&#62;Hit Add
    Add o&#92;road&#92;Kos25.p3d
    Add o&#92;road&#92;Kos12.p3d
    Add o&#92;road&#92;Kos6.p3d
    Click on the Curves Tab&#62; Hit Add
    Add o&#92;road&#92;Kos10 100.p3d
    Add o&#92;road&#92;Kos10 75.p3d
    Add o&#92;road&#92;Kos10 50.p3d
    Add o&#92;road&#92;Kos10 25.p3d
    Click on the Terminators Tab&#62; Hit Add
    Add o&#92;road&#92;Kos6konec.p3d
    ***
    Hit Okay

    Go to the tab at the top that says Cross Roads

    Add o&#92;road&#92;kr_new_asf_asf_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Asf
    B=Asf
    C=Asf
    Add o&#92;road&#92;kr_new_asf_ces_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Asf
    B=Asf
    C=Ces
    Add o&#92;road&#92;kr_new_asf_sil_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Asf
    B=Asf
    C=Sil
    Add o&#92;road&#92;kr_new_kos_kos_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Kos
    B=Kos
    C=Kos
    Add o&#92;road&#92;kr_new_kos_sil_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Kos
    B=Kos
    C=Sil
    Add o&#92;road&#92;kr_new_sil_asf_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Sil
    B=Sil
    C=Asf
    Add o&#92;road&#92;kr_new_sil_ces_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Sil
    B=Sil
    C=Ces
    Add o&#92;road&#92;kr_new_sil_kos_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Sil
    B=Sil
    C=Kos
    Add o&#92;road&#92;kr_new_sil_sil_t.p3d
    ***Check Off Automaticaly Align to Surface
    A=Sil
    B=Sil
    C=Sil
    Add o&#92;road&#92;kr_new_silxsil.p3d
    ***Check Off Automaticaly Align to Surface
    A=Sil
    B=Sil
    C=Sil
    D=Sil

    Hit Okay

    ---&#62;Forest&#60;---
    Tools&#62;Forest&#62;add
    Name&#58;Forest1
    Square-fill&#58; o&#92;tree&#92;les_nw_ctver_pruhozi.p3d
    Square-fill&#58; o&#92;tree&#92;les_nw_ctver_mlaz.p3d
    Square-fill&#58; o&#92;tree&#92;les_nw_trojuhelnik.p3d

    Hit Okay

    Hit Add
    Name&#58;Forest2
    Square-fill&#58; o&#92;tree&#92;les_nw_jehl_ctver_pruhozi.p3d
    Square-fill&#58; o&#92;tree&#92;les_nw_jehl_mlaz.p3d
    Square-fill&#58; o&#92;tree&#92;les_nw_jehl_trojuhelnik.p3d

    Hit Okay
    Hit Okay


    ---&#62;Hints and Tips&#60;---

    &#40;In Buldozer&#41;
    I- Makes terrain Go up Large Intervals &#40;5 Meters?&#41;
    U- Makes terrain Go up small Intervals &#40;1 Meter?&#41;
    K- Makes terrain Go down Large Intervals &#40;5 Meters?&#41;
    J- Makes terrain Go down small Intervals &#40;1 Meter?&#41;

    Holding Right Click and Turning Mouse- Rotates Selected Object&#40;s&#41;

    Holding Left and Moving Mouse- Moves Object

    Kragina-Textury- Textures
    Poirodni Objekty- Natural Objects
    Lidske Objekty- Artificial Objects
    lesy- Forest
    Siti- Road

    Placing Objects-
    Right Click

    Note&#58; When rotating object with random size using your mouse the random size will be changed to the normal size automatically[/QUOTE]

    Rough Translations: From Change Height Window
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Stredni=Middle
    prumerna=average
    transformace do intervalu=transformation up meanwhile
    nastavit na= set to
    pevniny=mainlands
    blocku=stops[/QUOTE]

    Config Section to get Forest Pieces Working:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ReplaceObjects
    {
    class Forest1Border
    {
    replace=&#34;O&#92;Tree&#92;les_nw_ctver_mlaz.p3d& #34;;
    with&#91;&#93;={};
    };
    class Forest1Triangle
    {
    replace=&#34;O&#92;Tree&#92;les_nw_trojuhelnik.p3d &#34;;
    with&#91;&#93;={&#34;O&#92;Tree&#92;les_nw_trojuhe lnik.p3d&#34;};
    };
    class Forest1Square
    {
    replace=&#34;O&#92;Tree&#92;les_nw_ctver_pruhozi.p 3d&#34;;
    with&#91;&#93;={&#34;O&#92;Tree&#92;les_nw_ctver_p ruhozi_T1.p3d&#34;,&#34;O&#92;Tree&#92;les_nw_ctve r_pruhozi_T2.p3d&#34;};
    center=&#34;true&#34;;
    };
    class Forest2Border
    {
    replace=&#34;O&#92;Tree&#92;les_nw_jehl_mlaz.p3d&# 34;;
    with&#91;&#93;={};
    };
    class Forest2Triangle
    {
    replace=&#34;O&#92;Tree&#92;les_nw_jehl_trojuhelni k.p3d&#34;;
    with&#91;&#93;={&#34;O&#92;Tree&#92;les_nw_jehl_tr ojuhelnik.p3d&#34;};
    };
    class Forest2Square
    {
    replace=&#34;O&#92;Tree&#92;les_nw_jehl_ctver_pruh ozi.p3d&#34;;
    with&#91;&#93;={&#34;O&#92;Tree&#92;les_nw_jehl_T1 .p3d&#34;,&#34;O&#92;Tree&#92;les_nw_jehl_T2.p3d&# 34;};
    center=&#34;true&#34;;
    };
    };[/QUOTE]




  2.   This is the last Developer post in this thread.   #2
    BI Developer Edge's Avatar
    Join Date
    Nov 14 2002
    Location
    Brno, Czech Republic
    Posts
    573

    Post

    Great work, Jakerod&#33; I&#39;m sure this is gonna help lots of people. Let me just correct one small bias in translation:

    Quote Originally Posted by [b
    Quote[/b] ]transformace do intervalu=transformation up meanwhile
    transformace do intervalu = transformation (of selected terrain) to (heigth) interval/range (-function that allows user to mess up with the heigth setting of selected terrain)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •