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[Trigger] Terrain Deformation Display Bug?

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Level 9
Joined
Jul 24, 2007
Messages
308
I use the following system to make a random terrain each game :
  • Random Deformation
    • Events
    • Conditions
    • Actions
      • -------- Deformation --------
      • For each (Integer A) from 1 to 128, do (Actions)
        • Loop - Actions
          • Set Random_Position = (Random point in (Entire map))
          • Environment - Create a 0.01 second Permanent crater deformation at Random_Position with radius (Random real number between 512.00 and 1024.00) and depth (Random real number between -150.00 and 150.00)
          • Custom script: call RemoveLocation (udg_Random_Position)
      • For each (Integer A) from 1 to 256, do (Actions)
        • Loop - Actions
          • Set Random_Position = (Random point in (Entire map))
          • Environment - Create a 0.01 second Permanent crater deformation at Random_Position with radius (Random real number between 256.00 and 512.00) and depth (Random real number between -75.00 and 75.00)
          • Custom script: call RemoveLocation (udg_Random_Position)
      • For each (Integer A) from 1 to 512, do (Actions)
        • Loop - Actions
          • Set Random_Position = (Random point in (Entire map))
          • Environment - Create a 0.01 second Permanent crater deformation at Random_Position with radius (Random real number between 128.00 and 256.00) and depth (Random real number between -50.00 and 50.00)
          • Custom script: call RemoveLocation (udg_Random_Position)
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Set Random_Position = (Random point in (Entire map))
          • Environment - Create a 0.01 second Permanent crater deformation at Random_Position with radius (Random real number between 2048.00 and 4096.00) and depth (Random real number between 400.00 and 1000.00)
          • Custom script: call RemoveLocation (udg_Random_Position)
Well, when i play in-game the terrain displays like this :
attachment.php



I think some of you will suggest using the function :
  • Camera - Set (Picked player)'s camera Far Z to 1000000000.00 over 0.00 seconds
well i used it but it didnt work/effect.

please help me.
 

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Level 23
Joined
Nov 29, 2006
Messages
2,482
hm well it could be (just a theory nothing 100% certain) that the "entire map" region screws this up. Try to replace it with "playable map area".

It could happend that the entire map thing, is chosing a point outside the map whih doesnt exist, therefor causing something to happen (very far-fetched but still).

Keep in mind that it also may bug itself if a point should be picked twice or more. You would have a terrain deformation twice as deep, and therefor it is requiring larger area to look like a more "realistic hill". Its just like when you build a terrain wall. The maximum height is 2, untill the wall itself starts to expand.

Hm.. could also be that the 0.01 seconds permanent terrain deformation is messing things up. I mean, is a deformation of 0.01 seconds really permanent?
Try set it to 0 meaning that it will be permanent in time of infinity =)
(if im wrong at any point feel free to correct me...)

/regards
 
Level 9
Joined
Oct 17, 2007
Messages
547
Im not sure if its possible to change the craters create by mortars last longer, it it is that might be the easiest solution.

From your screen shots it looks like the craters are there, its just underneath the hill because u raised it, try putting it in a flat land area and see if it appears. Another possible reason comes from the model, if you use blizzard wc3 models then it shouldn't have any problems, but if you use custom models then try opening them in model editor see if it show up correctly.
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
  • For each (Integer A) from 1 to 8, do (Actions)
    • Loop - Actions
      • Set Random_Position = (Random point in (Entire map))
      • Environment - Create a 0.01 second Permanent crater deformation at Random_Position with radius (Random real number between 2048.00 and 4096.00) and depth (Random real number between 400.00 and 1000.00)
      • Custom script: call RemoveLocation (udg_Random_Position)
Perhaps this one causes the whole terrain to screw it up.. have you tried smaller numbers (like between 100 and 400)?
Don't know much of terrain deformations but..
 
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