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Trick for precise fitting of doodads?

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Level 14
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Good evening dear terrainers,

I wanted to ask around, if someone has a neat trick to fit doodads precisely. E.g. in this picture you can see that these water planes do not fit, so I have to play around to fit them nicely. Is there some trick to do it faster or do you really have to do this tedious labour each time?

Best regards,

Emm-A-
 
Level 24
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Steps
1) Give the doodad model a square pathing texture
2) Scale the doodad until it is the same size as said pathing texture.
3) Because of what you did in step 1, the doodads will snap into position more or less perfectly
4) You can then change to the pathing texture to NONE/whatever you like when youre done.

Unless Im reading your question wrong.
 
Level 14
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Thanks for your answers, guys!

Steps
1) Give the doodad model a square pathing texture
2) Scale the doodad until it is the same size as said pathing texture.
3) Because of what you did in step 1, the doodads will snap into position more or less perfectly
4) You can then change to the pathing texture to NONE/whatever you like when youre done.

Unless Im reading your question wrong.

This sounds like a great trick, thank you! I will just make a custom pathing map for these water planes and delete it later. Going to try your method.
 
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I like to stack a whole bunch of doodads on top of each other and then just move one at a time using the numpad. You can also get doodads to conform to the same height by selecting them all and pressing Y. This will change their height to an average height of all the doodads selected.
 
Level 37
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Kino's suggestion is great, but just for variety's sake, I'll present my method:

ALWAYS use a flat surface when you "make" the water, then move it over to where you
want it afterwards, this way you avoid the awkward height problem that may occur
otherwise. Then, this isn't a must but will make the job easier, set the pathing texture
to "ashenvale tree wall <base>" and scale it up or down until it fits perfectly within the
largest grid squares of the terrain grid. The ones that will automatically be yellow in
the editor (unless you've changed the color setting for them.) As long as they are
perfectly scaled for the grid, this shouldn't be difficult, they should snap together
seamlessly. Also remember to select all the planes and lower or heighten them at
least once before you move them over to the place where you want them.
Because otherwise they will follow the terrain, and you will again have the height
problem I mentioned earlier. A simple CTRL + PGUP and back again should do.

This is, I realize, pretty much exactly the same thing as Kino said, just more specific
I guess :p But generally, yeah, water is tedious business. Not as tedious as making
mountains, though.
 
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Thanks for your answers and sharing your tricks :)

@Veritas 117: Thank you, pressing Y was unknown to me until now. It is very useful.

@Keiji: Thanks a lot for sharing this in detail! Very helpfull, and I remember using CTRL PGUP and DOWN back in the days .. somehow it does not work anymore in my editor now.
Edit: Seems, I explained too vaguely. Of course they move up and down, but they do not maintain their height.

---

What works out pretty well for me, is combining all your suggestions:
1. I use an appropriate pathing, that matches dimensions of desired uniform planes, but it seems that it actually does not have to fit the borders of the water. It just has to be the same pathing texture, then, the water fits perfectly. I created a custom tga to be sure though.
2. I create 2 planes at a flat surface to check, if they can be matched.
3. I create the planes where I want them, select all of them and press Y to adjust them perfectly. Then, I can just move them to desired height.

----

Thank you all for your help. I guess, this is solved now.
 
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