+Gepard 11,522 Posted March 12, 2008 (edited) LESSON 4: improving the Terrain (The City List) With the end of Lesson 3 we were able to fly the first time over the new terrain. Now we will make a better looking terrain. I dont know wheter you like the allocation of the terrain types. I, for my case, think there is to much snow in this terrain. This i want to change now: Step 1: - Open TE, open Kashmir terrain, open texturelist Step 2: - click Texture List, click Edit Texture Type List A dialog box is opening. It shows the types or classes of the texture tiles. You see, we have classes for Sea, Grass, Field, Forest, Snow, City and two markers. Step 3: - double click on one of this classes, lets say Snow you see, that the allocation of the texturetiles is defined by Altitude. The Snow tiles starts at 1200 meters. I change this enty into 2500 meters. Click OK. Step 4: -Then i open the Forest class and change the max Altitude from 1200 to 2500. Click OK. If i would not do this step there would be a gap in tilesetting that the TE would fill with strange tiling. -Then i close the dialog box Step 5: -click on Edit -click on Autotexture -check out wheter you like the result. If not go back to step 3 and readjust the values. Play a little bit with the values till you find a allocation of the tiles you that fit your taste - If you has found such a allocation, then save the Texturelist After that we can start to work the City List. The City List is a very powerfull tool of the TE. With the CityList you can define where to place cities and airfields. With this list TE will create a new prototype _target.ini. With this list TE will be able to flatten areas for runways. With this list TE will place automatically city tiles on the map while autotexturing the terrain. Lets go! Step 1: - click City List - Click New City List - choose a name and save it. In my case i save it as Kashmir_Cities.ini Step 2: - click Edit City List A Dialog Box is opening -click New next Dialog is opening -i insert following entries: City Name: Karachi Terrain type: C City Position x 226 Position y 305 Randomess 0 Width : 8 Lenght: 7 -click OK Now City of Karachi is done. You will ask from where i get the values for the entries. Now this is easy. To get it you need a sheet of paper, a pencil and a map. Change the view of the TE from "View Texture Tile" to "View Height Field" Then you must look on the map choose a town then look on the heigh field of the TE and try to locate it with the cursor. I know it is difficult and often more a guess, but with the help of Coastlines, mountains and rivers it is possible to place the cursor more or less on the correct place. Now look in the left below corner of TE. You see the position of the cursor in values of a coordinate system. The values are given in meters. For the position of Karachi i had 226000 and 305000. The dialog box need entries in kilometers, what means i enter only 226 and 305. If you has to enter values like 226755 meters, so write in dialog box 226.755. The Width and Length of a city are only guesses. But make this values not to small. The best way to handle this step is to write down all values and if you have all on the paper, then enter them into the dialog box. - After doing Karachi i enter the values for the next two pakistani cities and 3 indian cities. Hydrabad x 282 y 333 W 6 L 5 Mirpakhas x 294 y 329 W 4 L 5 Ahmadbad x 478 y 325 W 8 L 7 Rajkost x 406 y 169 W 4 L 5 Goa x 411 y 93 W 4 L 5 On this Step you should include all cities you want to see on the map, as more, as better. For this tutorial i place only 3 cities for each side. But you can place some hundreds of cities here. Step 3 - Then i save the Citylist Step 4 - Then i will Autotexture the terrain again and look wheter the cities are on the place i intended. If not i go back to Step 2 and edit the entries. When we have placed all cities we should place the runways Step 1: -Look on the map for airfield positions, then look into TE and find out the x and y coordinates. write it down on your sheet of paper. Step 2: -Click Citylist, click Edit City List - Click New - Enter the values but now make sure to set a hook into "Has Airfield" the values i use are: P1 airfield x 224 y 295 w 6 L 6 P2 airfield x 268 y 333 w 6 L 6 P3 airfiled x 258 y 302 w 6 L 6 I 1 airbase x 339 y 174 w 6 L 6 I 2 airbase x 303 y 178 w 6 L 6 I 3 airbase x 390 y 209 w 6 L 6 As terrain tiles type i use in this case Grass. (W and L define the size of the airfield. with the value 6 the TE will create a flatten area in form of a circle with 6km. You can experiment with this value, but make it not to small.) Step 3: - save City List Step 4: -Click Edit - Click Autotexture the terrain You will find now at the places of the airfields grassland, and of course the cities at the places where they have to be. Step 5: -Click Edit -Click Transistion textures Now you can see the change of the terrain. The tiles now fit. Between the tileclasses are now placed transistion tiles. Step 6: -Click Edit -click Level airfield Look on the Heighfield map. Around the airfield placed the area is flaten. Step 7 - Click file - click Save all Now the work with TE is done. (For the first time, we will need the TE later again.) You can close the TE. Now it is time to make backups. Move the hfd and the tfd file into your backup folder. The best is to give this files calling names. For instance Kashmir_leveled_airfields.hfd. The reason is, that TE has no undo function. If you make a mistake in further development, you has now a original file to start your work again. (BY THE WAY: If you fly a test mission over water, you will see, that something looks strange. The water is white. The reason is that the TE had overwritten the Kashmir_DATA.ini file with an old (incompatible) version. Thatswhy i told you in LESSON 1 to put your Kashmir_DATA.ini into your backup folder. Now its time to fetch it back to get back the blue water of the rivers and the sea. And this you must do every single time when you has saved something with the TE.) The next step is to creating the target areas. But this will be the task for the Lesson 5. Edited March 13, 2008 by Gepard Share this post Link to post Share on other sites