I'm working on some new terrain for my Micro Management tester, incorporating terrain from maps that people actually play on to offer a more in-game situation scenario opportunity. The first map that I'm starting with is Xel'naga Caverns. Some of the primary points of interest in the caverns is the middle of the map with its gaping hole and two flanking cliffs which create narrow choked pathways.
I've been trying to recreate this as close to Xel'naga caverns as I can (and failing fairly hugely I might add). Still, the basic structure is down and now I just need to finish it by carving this terrain out and offering some bounds to it.
As you can see
the real Xel'naga caverns center is on some high-ground relative to two low-ground third expansions that flank either side of it. I'm not recreating the entire map, but recreating these cliff edges would finish the effect I'm going for and then allow me to transition that terrain over into some other spots from other maps of interest. However, as you can see here:
Whenever I use the lower cliff tool, I get a hole like the center I made. This is unfortunate, because it doesn't allow me to recreate that lowground feel. It's not meant to be a non-pathable cliff.
Any thoughts on why it's doing this and how I can fix it?
p.s.
I tried putting everything up a cliff level, but it seems I can't then put the manmade cliffs (the ones flanking) on top of the raised organic cliff.
There is a limit on the amount of cliff heights, I'm not sure when/if they are going to change it. All you could do is use the lower/height terrain and paint no pathing over it.
I'm a bit confused. You should be able to lower that specific piece of ground as normal, as it should bring the level down to the height of the side-expansions (the one behind the gold ones). Is what you're saying that that isn't working?
As for the PS, pressing Shift+I allows you to merge cliffs - that might help.
Why don't you just open up Blizzard's Xel'Naga Caverns and reduce the map size to the desired area?
I'm merging several different areas from different maps onto this one map, and then I need a couple specific areas on the map for other things. If I knew of a way to "copy and paste" terrain, I'd probably do that.
@ Mozared - The small little hole at the edge is what happens when I tried to lower cliff, it simply won't go any lower. I think what Morgan was saying is the issue, that the height is just started so low to begin with, but I tried to give it the same map height as Xel'naga, so I'm unsure of why it would have started off lower. I'll try the merge cliff tool and see if that helps, thanks.
Edit: Moz, your suggestion worked, here's what it looks like now:
Well, to copy and paste terrain, just... select terrain, press Control+C and then Control+V to paste. Easy-fer-breezy.
That said; the thing is that it doesn't make sense. The terrain you're trying to lower is height, say, 2. That makes the man-made cliff areas near the watch towers height 3. The areas behind the golden minerals would be 1. The deep hole in the middle would be height 0. You should be able to simply use the lower cliff function to get those areas of height 2 down to 1. If it's not working like that, then either your map is bugging out completely, you're doing something wrong or I'm misunderstanding what you're trying to achieve.
Could you perhaps attach the map or such, so I can have a look?
Well, to copy and paste terrain, just... select terrain, press Control+C and then Control+V to paste. Easy-fer-breezy.
That said; the thing is that it doesn't make sense. The terrain you're trying to lower is height, say, 2. That makes the man-made cliff areas near the watch towers height 3. The areas behind the golden minerals would be 1. The deep hole in the middle would be height 0. You should be able to simply use the lower cliff function to get those areas of height 2 down to 1. If it's not working like that, then either your map is bugging out completely, you're doing something wrong or I'm misunderstanding what you're trying to achieve.
Could you perhaps attach the map or such, so I can have a look?
Sure, and I didn't know terrain could be copy and pasted, I'll have to try that.
(I think my map is just at height 1 by default, if that explains it better, so it would be lowered to height 0 automatically)
Well, as you can see, I've got no problems at all lowering the cliff height. So come again - what exactly is your problem, and describe step by step what you do to lower cliffs?
On another note; check the Terraining FAQ for more information regarding copying terrain.
@ Mozared - That's not the area I was lowering though. You lowered the area that I specifically raised. The area surrounding that raised cliff in the middle which contains the "mock" Xel'naga is the default terrain height that my map started with.
Also, looking at it quickly, do you think you're able to identify what textures are used in the copied area of the map? I'm trying to conserve on texture usage so I can get in some jungle textures for another section of map I'm bringing in.
Still don't understand your issue but what I would suggest in the future, make your whole map +2 cliff ingame then start cutting out, never got an issue :o
I'm not sure about the tileset for Xel'Naga Caverns (is it Monlyth?), but it seems to simply be the 'dirt' and 'rock' versions of its respective tileset.
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Hey there!
I'm working on some new terrain for my Micro Management tester, incorporating terrain from maps that people actually play on to offer a more in-game situation scenario opportunity. The first map that I'm starting with is Xel'naga Caverns. Some of the primary points of interest in the caverns is the middle of the map with its gaping hole and two flanking cliffs which create narrow choked pathways.
I've been trying to recreate this as close to Xel'naga caverns as I can (and failing fairly hugely I might add). Still, the basic structure is down and now I just need to finish it by carving this terrain out and offering some bounds to it.
As you can see the real Xel'naga caverns center is on some high-ground relative to two low-ground third expansions that flank either side of it. I'm not recreating the entire map, but recreating these cliff edges would finish the effect I'm going for and then allow me to transition that terrain over into some other spots from other maps of interest. However, as you can see here:
Whenever I use the lower cliff tool, I get a hole like the center I made. This is unfortunate, because it doesn't allow me to recreate that lowground feel. It's not meant to be a non-pathable cliff.
Any thoughts on why it's doing this and how I can fix it?
p.s. I tried putting everything up a cliff level, but it seems I can't then put the manmade cliffs (the ones flanking) on top of the raised organic cliff.
There is a limit on the amount of cliff heights, I'm not sure when/if they are going to change it. All you could do is use the lower/height terrain and paint no pathing over it.
I'm a bit confused. You should be able to lower that specific piece of ground as normal, as it should bring the level down to the height of the side-expansions (the one behind the gold ones). Is what you're saying that that isn't working?
As for the PS, pressing Shift+I allows you to merge cliffs - that might help.
Why don't you just open up Blizzard's Xel'Naga Caverns and reduce the map size to the desired area?
I'm merging several different areas from different maps onto this one map, and then I need a couple specific areas on the map for other things. If I knew of a way to "copy and paste" terrain, I'd probably do that.
@ Mozared - The small little hole at the edge is what happens when I tried to lower cliff, it simply won't go any lower. I think what Morgan was saying is the issue, that the height is just started so low to begin with, but I tried to give it the same map height as Xel'naga, so I'm unsure of why it would have started off lower. I'll try the merge cliff tool and see if that helps, thanks.
Edit: Moz, your suggestion worked, here's what it looks like now:
The actual Xel'naga
@Chamenas: Go
Well, to copy and paste terrain, just... select terrain, press Control+C and then Control+V to paste. Easy-fer-breezy.
That said; the thing is that it doesn't make sense. The terrain you're trying to lower is height, say, 2. That makes the man-made cliff areas near the watch towers height 3. The areas behind the golden minerals would be 1. The deep hole in the middle would be height 0. You should be able to simply use the lower cliff function to get those areas of height 2 down to 1. If it's not working like that, then either your map is bugging out completely, you're doing something wrong or I'm misunderstanding what you're trying to achieve.
Could you perhaps attach the map or such, so I can have a look?
@Mozared: Go
Sure, and I didn't know terrain could be copy and pasted, I'll have to try that.
(I think my map is just at height 1 by default, if that explains it better, so it would be lowered to height 0 automatically)
Well, as you can see, I've got no problems at all lowering the cliff height. So come again - what exactly is your problem, and describe step by step what you do to lower cliffs?
On another note; check the Terraining FAQ for more information regarding copying terrain.
As Mozared stated above, it should work.
You got 4 cliff elevations standard.
+2 +1 0 -1
So yeah.. Should be plenty to get stuff done :)
@ Mozared - That's not the area I was lowering though. You lowered the area that I specifically raised. The area surrounding that raised cliff in the middle which contains the "mock" Xel'naga is the default terrain height that my map started with.
Also, looking at it quickly, do you think you're able to identify what textures are used in the copied area of the map? I'm trying to conserve on texture usage so I can get in some jungle textures for another section of map I'm bringing in.
@Chamenas: Go
Still don't understand your issue but what I would suggest in the future, make your whole map +2 cliff ingame then start cutting out, never got an issue :o
@Chamenas: Go
I'm not sure about the tileset for Xel'Naga Caverns (is it Monlyth?), but it seems to simply be the 'dirt' and 'rock' versions of its respective tileset.