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Chapter 1: Part 3 The next entry on the tool bar is the "WINDOW" button. Clicking this will reveal a small dialogue box (Screenshot 14) for selecting the resolution size of the screen and also for resetting the main windows. There are 2 main windows for WB. The first is the viewing screen, this is where all your work is shown. The second window that stays on the screen is the Options box. This particular box changes with the selection of different tools. By clicking on the "RESET WINDOWS POSITION" the main viewing window and the options window will realign by tiling from the left hand corner of the monitor (Screenshot 15). The next tool that we will open is the "TEXTURE SIZING" window (Screenshot 16). This contains various functions that govern the mapping of the tga or texture files. The first subheading is "Map Cliff Textures". This function will "stretch to fit", or map, cliff textures (rock) onto the vertically stretched tiles. It is not necessary to map each and every cliff. The only time it is actually needed is very high and steep cliffs where the tiles are stretched too much and the normal texture does not align properly. A mapped cliff section can be identified by looking at the map with impassable areas visible. You will see that it is outlined in red , as are all the other impasses but that it also has a grid of green overlaying it. Look at the before and after screenshots to see this function at work (before mapping, normal view)and (aftermapping, normal view) Here is the view of the cliff (after mapping, show impassable areas on.) "REMOVE CLIFF TEX MAPPING" removes all the mapping of cliff textures from the map. "REMAP" TEXTURES" (screenshot 20)Brings up a menu to allow you to switch or "remap" one , or several, textures for different ones. This comes in handy when wanting to change all of one texture for another or when the maximum blend tiles (more on this in a bit) have been used and more are needed. By swapping one type of texture for another of lower percentage you can gain some extra tiles. To use this function you read the texture file name UNDER the dialogue box where it says "REPLACE", you then select the texture to replace it with by scrolling thru the selection list and then clicking on ok. NOTE that this function scrolls thru the entire inventory of textures that you have used on the map, you must click cancel on every single texture that you DO NOT want replaced. It only scrolls one way, so if you make an error and skip over the tile you want you will need to start over. After it has gone thru the entire list the program will reload the textures and your new selections will be placed on the map in the same area as the old ones. "TEXTURE SIZING INFO" calls forward a small dialogue box that informs you how many base tiles have been used and how many blend tiles have been used. The maximum base tiles available are 900 and the maximum blend tiles available equals 16,192. The brush sizes for texture painting are disabled in this version (and will probably be removed or left disabled) as the texture brush is variable from it's own window (option properties box) The next tool bar to explore is the "VALIDATION" button. By opening this menu you can see that it has only one function listed, "FIX BAD TEAMS". This is used in singleplayer maps to repair teams that have missing members and scripts that are associated with a none existent team. The last tool on the top bar is the "help" box. Hopefully this will contain a help file.. The version I prepared these tutorials with does not have a help file, so I will not comment on it. This concludes Part 3...
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