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THe hieght

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Level 13
Joined
Jun 3, 2011
Messages
1,058
high guys i just want to ask if the raise tool how far can it go over the limit i have seen many projects with high cliffs using the rise tool can some one help me?
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
My apologies, I don't really know what you mean with "over the limit".
In any case, in order to be able to make cliffs with the raise-tool, go to your Warcraft III-folder.
Create a new folder named "UI" (so it will be Warcraft III\UI) and create a text-file named "MiscData" inside that folder ("Warcraft III\UI\MiscData.txt").

Copy/paste this into that text-file:
Code:
[Misc]

 gold text data
GoldTextColor=255,255,220,0
GoldTextVelocity=0,0.03,100
GoldTextLifetime=2
GoldTextFadeStart=1

 lumber text data
LumberTextColor=255,0,200,80
LumberTextVelocity=0,0.03,100
LumberTextLifetime=2
LumberTextFadeStart=1

 bounty text data
BountyTextColor=255,255,220,0
BountyTextVelocity=0,0.03,100
BountyTextLifetime=3
BountyTextFadeStart=2

 missile 'miss' text tag data
MissTextColor=255,255,0,0
MissTextVelocity=0,0.03,100
MissTextLifetime=3
MissTextFadeStart=1

 CriticalStrike text tag data
CriticalStrikeTextColor=255,255,0,0
CriticalStrikeTextVelocity=0,0.04,100
CriticalStrikeTextLifetime=5
CriticalStrikeTextFadeStart=2

 ShadowStrike text tag data
ShadowStrikeTextColor=255,160,255,0
ShadowStrikeTextVelocity=0,0.04,100
ShadowStrikeTextLifetime=5
ShadowStrikeTextFadeStart=2

 ManaBurn text tag data
ManaBurnTextColor=255,82,82,255
ManaBurnTextVelocity=0,0.04,100
ManaBurnTextLifetime=5
ManaBurnTextFadeStart=2

 CriticalStrike text tag data
BashTextColor=255,0,0,255
BashTextVelocity=0,0.04,100
BashTextLifetime=5
BashTextFadeStart=2

ActiveButtonColor=255,75,150,255

[Camera]
 Update Listener section in binuisoundinfomiscdata.txt
 if the number of camera zooms changes
 game camera paramters
AOA=304,311,318,325,332,339
FOV=70,70,70,70,70,70
Rotation=90,90,90,90,90,90,20,20,20,20,20,20,160,160,160,160,160,160
Distance=1650,1600,1500,1400,1275,1100
FarZ=5000,5000,5000,5000,5000,5000
NearZ=100,100,100,100,100,100,60
Height=0,0,0,0,0,0,0
 Camera smoothing. 
Smoothing=0.00
SmoothMaxDist=1000
SmoothScale=0.80
SmoothBias=0.15
SmoothMinFPS=10
SmoothBeta=1.5

[CameraRates]
 game camera change rates
AOA=20
FOV=20
Rotation=30
Distance=1200
Forward=3000
Strafe=3000

[QuestIndicatorTimeout]
QuestIndicatorTimeout=10

[CameraMargins]
 Defines the distance (in cells) between the camera bounds and
 the playable map edge
left=4
right=4
top=2
bottom=2

[UnpathableMargins]
 Defines the default number of unpathable cells to add to each map edge
left=6
right=6
top=8
bottom=4

[DefaultZFog]
Style=0
Start=20000
End=50000
Density=0
Color=0,0,0,0

[TerrainZFog]
Style=0
Start=3000
End=5000
Density=0.5
Color=255,0,0,0

[MenuZFog]
Style=0,0
Start=100,0
End=5500,7000
Density=1,1
Color=255,11,20,11,255,178,178,204

[ArthasIllidanFightZFog]
Style=0
Start=0
End=6000
Density=1
Color=255,92,112,120

[ArthasIllidanFightPrefetchList]
File0=SoundAmbientDoodadEffectsFinalCinematic.mp3
File1=DoodadsCinematicArthasIllidanFightArthasCape0001.mrf
File3=DoodadsCinematicArthasIllidanFightArthasCloakFight.blp
File4=DoodadsCinematicArthasIllidanFightArthas1.blp
File5=DoodadsCinematicArthasIllidanFightStoneTiledSnowTALLtrev.blp
File6=DoodadsCinematicArthasIllidanFightIllidanBlade.blp
File7=DoodadsCinematicArthasIllidanFightFrostMorne.blp
File8=DoodadsCinematicArthasIllidanFightBigAssSky.blp
File9=DoodadsCinematicArthasIllidanFightArthasCape0000.mrf
File10=DoodadsCinematicArthasIllidanFightArthasCape0002.mrf
File11=DoodadsCinematicArthasIllidanFightArthasCape0003.mrf
File12=DoodadsCinematicArthasIllidanFightSpeedLines1_solid.blp
File13=DoodadsCinematicArthasIllidanFightIllidanDeathShadowA.blp
File14=DoodadsCinematicArthasIllidanFightIllidanCineStuff.blp
File15=DoodadsCinematicArthasIllidanFightIllidanCine.blp
File16=DoodadsCinematicArthasIllidanFightIceCrownWalls.blp
File17=DoodadsCinematicArthasIllidanFightIceCrownDoodads0.blp
File18=DoodadsCinematicArthasIllidanFightIce_Natural01.blp
File19=DoodadsCinematicArthasIllidanFightClouds8x8.blp
File20=DoodadsCinematicArthasIllidanFightIce_Natural01.blp
File21=DoodadsCinematicArthasIllidanFightArthasCape0004.mrf
File22=DoodadsCinematicArthasIllidanFightArthasCape0005.mrf
File23=DoodadsCinematicArthasIllidanFightSacrificialAltarskull1.blp
File24=DoodadsCinematicArthasIllidanFightrockShadow.blp
File25=DoodadsCinematicArthasIllidanFightIronForgeSnow01solid1.blp
File26=DoodadsCinematicArthasIllidanFightfurboots2.blp
File27=DoodadsCinematicArthasIllidanFightIllidanBlade_mip1.blp

[ArthasIllidanFightSounds]
Scene1=FinalCinematic

[Terrain]
 terrain parameters

 Maximum slope in degrees, (86+ will disable slope limits)
MaxSlope=87

 Global height limits
 0 = low ground, each cliff level = 128
MaxHeight=9000
MinHeight=-128

[FlyerMap]
 Radius, in pathing cells, to search for maximum height
MaximizeRadius=1
 Number of times to halve map size
SmoothLevels=3

[Sound]
Attenuation=3.0
MinDist=1200
MaxDist=20000
MusicFadeRate=16
MusicFadeInterval=500

[Light]
 Vector from light to world
Direction=0.3,0.3,-0.25

[SelectionCircle]
 Defines different textures to be used based on selection circle size.
 The Size## value defines the largest size which uses the given textures.
 Note that the last size does not need a Size## value since anything bigger
 than the next size down uses it.
NumSizes=3
Size00=100
Texture00=ReplaceableTexturesSelectionSelectionCircleSmall
TextureDotted00=ReplaceableTexturesSelectionSelectionCircleSmallDotted

Size01=300
Texture01=ReplaceableTexturesSelectionSelectionCircleMed
TextureDotted01=ReplaceableTexturesSelectionSelectionCircleMedDotted

Texture02=ReplaceableTexturesSelectionSelectionCircleLarge
TextureDotted02=ReplaceableTexturesSelectionSelectionCircleLargeDotted

 This value is multiplied by the SLK scale field to get the circle size
ScaleFactor=72

 This value is added to the selection circle height
 when on walkable doodads.
 Note this is also applied to shadow images
ImageWalkableZOffset=15

 Colors
ColorFriend=255,0,255,0
ColorNeutral=255,255,255,0
ColorEnemy=255,255,0,0
AllyOffset=0.2

[Blight]
Texture=TerrainArtBlightBlight
PuffModel=EnvironmentBlightDoodadBlightDoodad.mdl
PuffDuration=3000  Duration of a puff, in milliseconds
PuffInterval=2500  Interval between checks for new puffs, in milliseconds
PuffChance=0.7  Chance for a vertex to create a puff (per interval), in percent

 Dirt Chance Table
 Specifies the chance (in percent) that a neighboring vertex will be changed to dirt
 when a vertex is blighted.  Due to symmetry, only five unique values are needed
 for a 2 vertex radius.  The the upper right quadrant of the table is

        s2 sd d2
        s1 d1 sd
        cn s1 s2

 where 'cn' is the center vertex, 's' means straight, 'd' means diagonal.
 Note that the chance for 'cn' is always 100%, and not listed here.


DCT_s1=5
DCT_s2=10
DCT_sd=15
DCT_d1=5
DCT_d2=20

[Water]
 Depth-based colors
 The water plane is vertex colored based on the water depth the distance
 from the water plane to the ground.  These values define the colors for two
 distinct ranges shallow (MinDepth to DeepLevel) and deep (DeepLevel to MaxDepth).
 where the color is found by interpolating between the corresponding colors given
 in TerrainArtWater.slk.


MinDepth=10
DeepLevel=64
MaxDepth=72

 DeepLevelPathing defines the depth below which water
 is considered deep for pathing and placement rules.

DeepLevelPathing=64

 WavesDepth defines the depth that terrain vertices need to be below the
 water before they will be considered under water for wave generation

WavesDepth=25

[TeamColorFilter]
ColorIndexPlayer=1
ColorIndexAlly=2
ColorIndexCreep=12
ColorIndexEnemy=0

[FogOfWar]
FoggedTerrain=170,16,16,32
BlackMaskedTerrain=255,0,0,0
DarkMaskedTerrain=230,0,0,0
BoundaryTerrain=230,0,0,0
FoggedBoundaryTerrain=170,16,16,32
FoggedObject=255,64,64,96
BlackMaskedObject=255,0,0,0
DarkMaskedObject=255,32,32,48
BoundaryObject=255,0,0,0
FoggedBoundaryObject=255,64,64,96
ShadowImageColor=170,0,0,0

FogColorPlayer=255,255,255,255
FogColorAlly=255,0,255,210
FogColorEnemy=255,255,0,0
FogColorResource=255,32,128,128
FogColorItem=255,240,240,0
FogColorHero=255,255,255,128
FogColorDestructable=255,0,160,128
FogColorCreepAllied=255,0,0,50
FogColorCreepNormal=255,0,0,50
FogColorBlackMaskAlpha=0
FogColorDarkMaskAlpha=96
FogColorFogMaskAlpha=192
FogColorVisibleAlpha=255
FogColorBlightMask=0,63,63,64

[Minimap]
MinimapColorBorder=255,60,60,70
MinimapMiddleCampThreshold=10
MinimapToughCampThreshold=20
MinimapMiddleCampScale=1.3
MinimapWeakCampColor=255,0,200,0
MinimapMiddleCampColor=255,255,128,0
MinimapToughCampColor=255,220,0,0
MinimapCampPulseScale=0.5

[TargetingColors]
TargetLightColor=180,0,255,0
SelTargetColor=255,240,200,0

[Glue]
ControlFadeDuration=0.25
ControlFadeDurationDebug=0.01
CustomLoadTimerDuration=10.0

[BattleNetCustomFilter]
SmallMapRange=2,4
MediumMapRange=5,8
LargeMapRange=9,12

[InfoPanel]
MeleeRangeMax=128
SpeedVerySlow=175    lower bound, everything below this is very slow
SpeedSlow=220
SpeedAverage=280
SpeedFast=350       upper bound, everything above this is very fast
AttackVerySlow=3    upper bound, everything above this is very slow
AttackSlow=2
AttackAverage=1.5
AttackFast=1        lower bound, everything below this is very fast

[Occlusion]
MarkImage=ReplaceableTexturesOcclusionOcclusionMark
MarkColor=255,255,0,255
OccluderColor=128,255,255,255
OccluderFadeTime=300  Time to fade to OccluderColor, in milliseconds
BuildingsOcclude=0

[Placement]
PaidStructureColor=96,128,128,255
UnpaidStructureColor=96,255,128,128

[PingColor]
PingColor=255,0,255,0
PingAttackColor=255,255,0,0
PingAdvisorColor=255,255,255,0
PingWaypointColor=255,255,255,255

When that is done, open the world editor and select the "Raise" tool.
Create a little hill.
XxsUoU4.jpg

Then select the "Plateau" tool and go over the hill. It should form very steep walls.
e2f326l.jpg


Using this method, you can actually create absurdly high walls
JYXD7wm.jpg


I do hope this covered your question.
 
Level 13
Joined
Jun 3, 2011
Messages
1,058
My apologies, I don't really know what you mean with "over the limit".
In any case, in order to be able to make cliffs with the raise-tool, go to your Warcraft III-folder.
Create a new folder named "UI" (so it will be Warcraft III\UI) and create a text-file named "MiscData" inside that folder ("Warcraft III\UI\MiscData.txt").

Copy/paste this into that text-file:
Code:
[Misc]

 gold text data
GoldTextColor=255,255,220,0
GoldTextVelocity=0,0.03,100
GoldTextLifetime=2
GoldTextFadeStart=1

 lumber text data
LumberTextColor=255,0,200,80
LumberTextVelocity=0,0.03,100
LumberTextLifetime=2
LumberTextFadeStart=1

 bounty text data
BountyTextColor=255,255,220,0
BountyTextVelocity=0,0.03,100
BountyTextLifetime=3
BountyTextFadeStart=2

 missile 'miss' text tag data
MissTextColor=255,255,0,0
MissTextVelocity=0,0.03,100
MissTextLifetime=3
MissTextFadeStart=1

 CriticalStrike text tag data
CriticalStrikeTextColor=255,255,0,0
CriticalStrikeTextVelocity=0,0.04,100
CriticalStrikeTextLifetime=5
CriticalStrikeTextFadeStart=2

 ShadowStrike text tag data
ShadowStrikeTextColor=255,160,255,0
ShadowStrikeTextVelocity=0,0.04,100
ShadowStrikeTextLifetime=5
ShadowStrikeTextFadeStart=2

 ManaBurn text tag data
ManaBurnTextColor=255,82,82,255
ManaBurnTextVelocity=0,0.04,100
ManaBurnTextLifetime=5
ManaBurnTextFadeStart=2

 CriticalStrike text tag data
BashTextColor=255,0,0,255
BashTextVelocity=0,0.04,100
BashTextLifetime=5
BashTextFadeStart=2

ActiveButtonColor=255,75,150,255

[Camera]
 Update Listener section in binuisoundinfomiscdata.txt
 if the number of camera zooms changes
 game camera paramters
AOA=304,311,318,325,332,339
FOV=70,70,70,70,70,70
Rotation=90,90,90,90,90,90,20,20,20,20,20,20,160,160,160,160,160,160
Distance=1650,1600,1500,1400,1275,1100
FarZ=5000,5000,5000,5000,5000,5000
NearZ=100,100,100,100,100,100,60
Height=0,0,0,0,0,0,0
 Camera smoothing. 
Smoothing=0.00
SmoothMaxDist=1000
SmoothScale=0.80
SmoothBias=0.15
SmoothMinFPS=10
SmoothBeta=1.5

[CameraRates]
 game camera change rates
AOA=20
FOV=20
Rotation=30
Distance=1200
Forward=3000
Strafe=3000

[QuestIndicatorTimeout]
QuestIndicatorTimeout=10

[CameraMargins]
 Defines the distance (in cells) between the camera bounds and
 the playable map edge
left=4
right=4
top=2
bottom=2

[UnpathableMargins]
 Defines the default number of unpathable cells to add to each map edge
left=6
right=6
top=8
bottom=4

[DefaultZFog]
Style=0
Start=20000
End=50000
Density=0
Color=0,0,0,0

[TerrainZFog]
Style=0
Start=3000
End=5000
Density=0.5
Color=255,0,0,0

[MenuZFog]
Style=0,0
Start=100,0
End=5500,7000
Density=1,1
Color=255,11,20,11,255,178,178,204

[ArthasIllidanFightZFog]
Style=0
Start=0
End=6000
Density=1
Color=255,92,112,120

[ArthasIllidanFightPrefetchList]
File0=SoundAmbientDoodadEffectsFinalCinematic.mp3
File1=DoodadsCinematicArthasIllidanFightArthasCape0001.mrf
File3=DoodadsCinematicArthasIllidanFightArthasCloakFight.blp
File4=DoodadsCinematicArthasIllidanFightArthas1.blp
File5=DoodadsCinematicArthasIllidanFightStoneTiledSnowTALLtrev.blp
File6=DoodadsCinematicArthasIllidanFightIllidanBlade.blp
File7=DoodadsCinematicArthasIllidanFightFrostMorne.blp
File8=DoodadsCinematicArthasIllidanFightBigAssSky.blp
File9=DoodadsCinematicArthasIllidanFightArthasCape0000.mrf
File10=DoodadsCinematicArthasIllidanFightArthasCape0002.mrf
File11=DoodadsCinematicArthasIllidanFightArthasCape0003.mrf
File12=DoodadsCinematicArthasIllidanFightSpeedLines1_solid.blp
File13=DoodadsCinematicArthasIllidanFightIllidanDeathShadowA.blp
File14=DoodadsCinematicArthasIllidanFightIllidanCineStuff.blp
File15=DoodadsCinematicArthasIllidanFightIllidanCine.blp
File16=DoodadsCinematicArthasIllidanFightIceCrownWalls.blp
File17=DoodadsCinematicArthasIllidanFightIceCrownDoodads0.blp
File18=DoodadsCinematicArthasIllidanFightIce_Natural01.blp
File19=DoodadsCinematicArthasIllidanFightClouds8x8.blp
File20=DoodadsCinematicArthasIllidanFightIce_Natural01.blp
File21=DoodadsCinematicArthasIllidanFightArthasCape0004.mrf
File22=DoodadsCinematicArthasIllidanFightArthasCape0005.mrf
File23=DoodadsCinematicArthasIllidanFightSacrificialAltarskull1.blp
File24=DoodadsCinematicArthasIllidanFightrockShadow.blp
File25=DoodadsCinematicArthasIllidanFightIronForgeSnow01solid1.blp
File26=DoodadsCinematicArthasIllidanFightfurboots2.blp
File27=DoodadsCinematicArthasIllidanFightIllidanBlade_mip1.blp

[ArthasIllidanFightSounds]
Scene1=FinalCinematic

[Terrain]
 terrain parameters

 Maximum slope in degrees, (86+ will disable slope limits)
MaxSlope=87

 Global height limits
 0 = low ground, each cliff level = 128
MaxHeight=9000
MinHeight=-128

[FlyerMap]
 Radius, in pathing cells, to search for maximum height
MaximizeRadius=1
 Number of times to halve map size
SmoothLevels=3

[Sound]
Attenuation=3.0
MinDist=1200
MaxDist=20000
MusicFadeRate=16
MusicFadeInterval=500

[Light]
 Vector from light to world
Direction=0.3,0.3,-0.25

[SelectionCircle]
 Defines different textures to be used based on selection circle size.
 The Size## value defines the largest size which uses the given textures.
 Note that the last size does not need a Size## value since anything bigger
 than the next size down uses it.
NumSizes=3
Size00=100
Texture00=ReplaceableTexturesSelectionSelectionCircleSmall
TextureDotted00=ReplaceableTexturesSelectionSelectionCircleSmallDotted

Size01=300
Texture01=ReplaceableTexturesSelectionSelectionCircleMed
TextureDotted01=ReplaceableTexturesSelectionSelectionCircleMedDotted

Texture02=ReplaceableTexturesSelectionSelectionCircleLarge
TextureDotted02=ReplaceableTexturesSelectionSelectionCircleLargeDotted

 This value is multiplied by the SLK scale field to get the circle size
ScaleFactor=72

 This value is added to the selection circle height
 when on walkable doodads.
 Note this is also applied to shadow images
ImageWalkableZOffset=15

 Colors
ColorFriend=255,0,255,0
ColorNeutral=255,255,255,0
ColorEnemy=255,255,0,0
AllyOffset=0.2

[Blight]
Texture=TerrainArtBlightBlight
PuffModel=EnvironmentBlightDoodadBlightDoodad.mdl
PuffDuration=3000  Duration of a puff, in milliseconds
PuffInterval=2500  Interval between checks for new puffs, in milliseconds
PuffChance=0.7  Chance for a vertex to create a puff (per interval), in percent

 Dirt Chance Table
 Specifies the chance (in percent) that a neighboring vertex will be changed to dirt
 when a vertex is blighted.  Due to symmetry, only five unique values are needed
 for a 2 vertex radius.  The the upper right quadrant of the table is

        s2 sd d2
        s1 d1 sd
        cn s1 s2

 where 'cn' is the center vertex, 's' means straight, 'd' means diagonal.
 Note that the chance for 'cn' is always 100%, and not listed here.


DCT_s1=5
DCT_s2=10
DCT_sd=15
DCT_d1=5
DCT_d2=20

[Water]
 Depth-based colors
 The water plane is vertex colored based on the water depth the distance
 from the water plane to the ground.  These values define the colors for two
 distinct ranges shallow (MinDepth to DeepLevel) and deep (DeepLevel to MaxDepth).
 where the color is found by interpolating between the corresponding colors given
 in TerrainArtWater.slk.


MinDepth=10
DeepLevel=64
MaxDepth=72

 DeepLevelPathing defines the depth below which water
 is considered deep for pathing and placement rules.

DeepLevelPathing=64

 WavesDepth defines the depth that terrain vertices need to be below the
 water before they will be considered under water for wave generation

WavesDepth=25

[TeamColorFilter]
ColorIndexPlayer=1
ColorIndexAlly=2
ColorIndexCreep=12
ColorIndexEnemy=0

[FogOfWar]
FoggedTerrain=170,16,16,32
BlackMaskedTerrain=255,0,0,0
DarkMaskedTerrain=230,0,0,0
BoundaryTerrain=230,0,0,0
FoggedBoundaryTerrain=170,16,16,32
FoggedObject=255,64,64,96
BlackMaskedObject=255,0,0,0
DarkMaskedObject=255,32,32,48
BoundaryObject=255,0,0,0
FoggedBoundaryObject=255,64,64,96
ShadowImageColor=170,0,0,0

FogColorPlayer=255,255,255,255
FogColorAlly=255,0,255,210
FogColorEnemy=255,255,0,0
FogColorResource=255,32,128,128
FogColorItem=255,240,240,0
FogColorHero=255,255,255,128
FogColorDestructable=255,0,160,128
FogColorCreepAllied=255,0,0,50
FogColorCreepNormal=255,0,0,50
FogColorBlackMaskAlpha=0
FogColorDarkMaskAlpha=96
FogColorFogMaskAlpha=192
FogColorVisibleAlpha=255
FogColorBlightMask=0,63,63,64

[Minimap]
MinimapColorBorder=255,60,60,70
MinimapMiddleCampThreshold=10
MinimapToughCampThreshold=20
MinimapMiddleCampScale=1.3
MinimapWeakCampColor=255,0,200,0
MinimapMiddleCampColor=255,255,128,0
MinimapToughCampColor=255,220,0,0
MinimapCampPulseScale=0.5

[TargetingColors]
TargetLightColor=180,0,255,0
SelTargetColor=255,240,200,0

[Glue]
ControlFadeDuration=0.25
ControlFadeDurationDebug=0.01
CustomLoadTimerDuration=10.0

[BattleNetCustomFilter]
SmallMapRange=2,4
MediumMapRange=5,8
LargeMapRange=9,12

[InfoPanel]
MeleeRangeMax=128
SpeedVerySlow=175    lower bound, everything below this is very slow
SpeedSlow=220
SpeedAverage=280
SpeedFast=350       upper bound, everything above this is very fast
AttackVerySlow=3    upper bound, everything above this is very slow
AttackSlow=2
AttackAverage=1.5
AttackFast=1        lower bound, everything below this is very fast

[Occlusion]
MarkImage=ReplaceableTexturesOcclusionOcclusionMark
MarkColor=255,255,0,255
OccluderColor=128,255,255,255
OccluderFadeTime=300  Time to fade to OccluderColor, in milliseconds
BuildingsOcclude=0

[Placement]
PaidStructureColor=96,128,128,255
UnpaidStructureColor=96,255,128,128

[PingColor]
PingColor=255,0,255,0
PingAttackColor=255,255,0,0
PingAdvisorColor=255,255,255,0
PingWaypointColor=255,255,255,255

When that is done, open the world editor and select the "Raise" tool.
Create a little hill.
XxsUoU4.jpg

Then select the "Plateau" tool and go over the hill. It should form very steep walls.
e2f326l.jpg


Using this method, you can actually create absurdly high walls
JYXD7wm.jpg


I do hope this covered your question.
Thanks :D
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,259
Maximum raw height is 16383 and minimum raw height is 0. However the game generally thinks of the value around 8192 as the ground level and restricts you going far below that to prevent an in-game crash that occurs if a deformation drops below 0.

On top of this ground height there are 15 levels of cliff you can add to it.

Water (and targeting overlay) also has 16384 different levels. World Edit does not give you good control over these layers and often leaves hidden creation artefacts in them that can allow a map analyst to have an idea of how a map's terrain was created.
 
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