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General Mapping Tutorials This board contains tutorials that provide generic mapping information.
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Old 08-20-2010, 06:54 PM   #1 (permalink)
Registered User De.Facto
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» Create your defined artistic style using the mighty alpha-tile








































Attached Thumbnails
example_alpha_001.jpg   example_alpha_002.jpg   example_alpha_003.jpg   example_beta_001.jpg   example_beta_002.jpg   example_beta_003.jpg   example_gamma_001.jpg   example_gamma_002.jpg   example_gamma_003.jpg   example_installation_002.jpg   example_installation_003.jpg   comment_installation_001.jpg   example_alpha_004.jpg   example_beta_004.jpg   example_gamma_004.jpg   comment_installation_002.jpg   example_grid_001.jpg   example_cover_001.jpg   comment_installation_000.jpg   example_installation_001.jpg  
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File Type: blp Barrens_dirtrough.blp (7.6 KB, 620 views)

Last edited by De.Facto; 08-22-2010 at 02:31 PM.
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Old 08-20-2010, 09:52 PM   #2 (permalink)
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And wO.ot is this?
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Old 08-21-2010, 06:17 AM   #3 (permalink)
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You're kidding, right? I've explained everything, furthermore I think you're familiar with this.
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Old 08-21-2010, 06:32 AM   #4 (permalink)
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Tutorial miss:

1st. Nice and proper documentation
2nd. Test map
3rd. Please remove Signature from it
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Last edited by -Kobas-; 03-14-2011 at 11:46 PM. Reason: Fail English
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Old 08-21-2010, 06:43 AM   #5 (permalink)
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There will be no 'test-map', mate. I've just took some shots of my current projects. As a conlusion, it isn't even necessary cause the alpha-tile is a tool for your work-flow.
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Old 08-21-2010, 10:28 AM   #6 (permalink)
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er.
what are you saying, that the tile can be used as some kind of.. layer beneath doodads?
it's most definitely not a tutorial currently. it explains how to import an alpha tile - it doesn't explain any of the parts that you've done there, i took a wild stab in the dark, which i think is right.
plus wouldn't the walkable box in destructibles make this a lot simpler - apart from the snap-to-grid stuff.

tutorials are meant to actually teach people how to do stuff, not just.. introduce an idea. especially in such vague terms. i doubt most people would understand this very much.

also, the images need to be attached to the site
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Old 08-21-2010, 05:48 PM   #7 (permalink)
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This is a tool, dude. I can't teach/show people how to find their own artistic style.

Quote:
what are you saying, that the tile can be used as some kind of.. layer beneath doodads?
As pathing for units/any physic engine.

Quote:
it doesn't explain any of the parts that you've done there, i took a wild stab in the dark, which i think is right.
Mh? I can't see any difficulty using the terrain-palette. Once the tile is imported and applied - you can start working with it.
This is no tutorial for importing senseless stuff into your map. As I already mentioned in my final conclusion, it's a technique and method to boost and improve your work-flow and final achievements.

Let's take a look on the following example:





I've created a stair, using different doodads. On the other screenshot you can see the pathing/mesh of the editor.
In order to use this - according to the rules - you have to place some pathing blockers (on the left/right side), of course.

.. but sure, that's right. This technique requires some basic knowledge with the WE.

Edit: I've attached the screenshots. Give me some time, I'll add some comments. (;

Last edited by De.Facto; 08-21-2010 at 11:31 PM.
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Old 08-22-2010, 04:31 AM   #8 (permalink)
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Quote:
Originally Posted by De.Facto View Post
This is a tool, dude. I can't teach/show people how to find their own artistic style.
excuse me? the world editor is a tool. the model editing tools are tools. photoshop and the art programs are TOOLS. this section is for tutorials on tools (mainly).

Quote:
Originally Posted by De.Facto View Post
Mh? I can't see any difficulty using the terrain-palette. Once the tile is imported and applied - you can start working with it.
This is no tutorial for importing senseless stuff into your map. As I already mentioned in my final conclusion, it's a technique and method to boost and improve your work-flow and final achievements.
I know that, and so do some people, but not everyone does. the whole thing is kind of ridiculous because all you're doing is promoting a texture and vaguely showing how to use it for things.

Quote:
Originally Posted by De.Facto View Post
I've created a stair, using different doodads. On the other screenshot you can see the pathing/mesh of the editor.
In order to use this - according to the rules - you have to place some pathing blockers (on the left/right side), of course.

.. but sure, that's right. This technique requires some basic knowledge with the WE.
again, I know that, but a lot of people do not. a lot of people wouldn't know what you're trying to show with the mesh, and lots wouldn't know that you have to place pathing blockers.

you're not making a 'tutorial' so that it shows how much YOU know, it's meant to educate people on things, they go into the tutorial and go out knowing how to do something (at least in most cases). at least say that it require quite a bit of editor knowledge, because it really does.
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Old 08-22-2010, 01:16 PM   #9 (permalink)
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Ok, thanks for the feedback. I've improved the tutorial.

E: yeah sorry, I know. :> Would've done this with an english version of the editor.. but I thought it wasn't 'that' necessary since the explanation-text is in english.

Last edited by De.Facto; 08-23-2010 at 08:23 PM.
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Old 08-23-2010, 05:49 PM   #10 (permalink)
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This is very well done, Just that your editor is in german :/ I live in sweden, and I use english editor >.<
Anyway, this is good for all kind of maps, I approve.
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Old 08-26-2010, 06:31 AM   #11 (permalink)
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The tutorial looks cool, but I have no idea what you are trying to explain. This... Alpha tile. It's an invisible tile, right? So you have to use it to... Well, what do you use it for? I have no idea what you're trying to explain. :/

If I understood right, it's mainly to put doodads on top of it, and keep it walkable\playable, right? But this can be done with other stuff, like invisible platforms and custom pathing maps. But I suppose this is good for doodads that have holes in them, so they're "see-through", like that metal bridge\floor from Chernobyl: Lost Riddles.
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Old 08-26-2010, 12:38 PM   #12 (permalink)
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Hero Contest #6 - Winner: Alora, the Priestess of Moonlight was found to be the most succesful defender against the Armies of the Burning Legion! A hero by -Kobas-. Former Staff Member: This user used to be on the Hive Workshop staff. Hero Contest #5 - Winner: Stormbringer was -Kobas-'s entry, who incorporated lightnings as the power of future weaponry. Despite the instability of lightnings, this entry was stable enough to be approved by judges and public. A hero by -Kobas-. Mini-Game Mapping Contest #4: -Kobas- has won the fourth edition of The Hive Workshop's Mini-Game Mapping Contest with his entry: "Hunted". Check out the Arena if you want to participate on competitions as well! 
Quote:
The tutorial looks cool, but I have no idea what you are trying to explain. This... Alpha tile. It's an invisible tile, right? So you have to use it to... Well, what do you use it for? I have no idea what you're trying to explain. :/
100% Transparency Terrain Tile!

In other words it will remove tile from ground but height will remain there, units can go there, build building do whatever they want, just like using large invisible platform that can be lowered on some point, and so on!
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Old 08-26-2010, 02:26 PM   #13 (permalink)
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Quote:
Originally Posted by Debode View Post
But this can be done with other stuff, like invisible platforms and custom pathing maps.
That's probably, well.. that's the point. Platforms absorb performance. Try to use 10, 20, 50 .. no problem. Try to use more than 4000-5000 like we did in Chernobyl - Lost Riddles, unplayable. The alpha-tile absorbs nothing. Zero. We got stable fps and I'm doing good with it. Just take a look on Arcadia, or Rise or Rapture. This is very useful for large projects which depends on a good performance. Using invisible platforms has shown, that you'll loose performance - far beyond unplayability. Furthermore you have to put more and more WORK into creating such pathing-maps. The alpha-tile is easy to handle, absorbs no performance and can be used by everyone.

But, one thing: The grid is your god. The doodads around your mesh are 'just' eyecandy.

Quote:
Originally Posted by Debode View Post
So you have to use it to... Well, what do you use it for? I have no idea what you're trying to explain. :/
Should I create more examples? I mean, what is your point of view? This is just a technique, I can't give you tips for a specific idea.
I'll probably create a second tutorial .. something like 'Tips for better ideas'. When you forgot to read the tutorial-comments, do it.

Quote:
Originally Posted by -Kobas- View Post
100% Transparency Terrain Tile!

In other words it will remove tile from ground but height will remain there, units can go there, build building do whatever they want, just like using large invisible platform that can be lowered on some point, and so on!
Hey that's good, too. I'll create another layer for the tutorial. May I assimilate your comment? I think it would be great to have several voices in the conclusion.

E: I'll create a simple test-map for a better imagination.

Last edited by De.Facto; 08-26-2010 at 05:09 PM.
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Old 08-29-2010, 05:59 AM   #14 (permalink)
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the pictures are still about as helpful as a bottomless bucket, you might want to describe things in them, what they are, what they do, all that kind of stuff
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Old 09-05-2010, 07:26 PM   #15 (permalink)
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Just one question how can I get this grid view like on your screenshots.
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