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Heightfield Texturing problem [message #296567] Tue, 13 November 2007 10:02 Go to next message
bat66wat6
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Okay right i followed the Heightfield mapping tutorial that's on Renhelp.net
Right down to the point where he goes "4a. Texturing certain areas of your map - Yay! One more chapter to go!

Quote:


4a. Under base material, find a empty spot and click it, and press "Material Settings".

b. Another box asking you what texture and type of ground should show up.

c. Change the option "Vertex Height" to "Vertex Paint"."

I do not get the part where he says Vertex Paint, the closest thing i have to do with that is Texture Paint
So when i select my stuff i want it gives me loads of "Westwood" tiles...
The SS below will explain more of my problem
Re: Heightfield Texturing problem [message #296573 is a reply to message #296567] Tue, 13 November 2007 10:34 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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Heightfield is gay.

Use RenX/3dsmax


"GEoDLeto wrote:"

so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released

"halo2pac wrote:"

Unless they are girls, I am not going to bone them.
Re: Heightfield Texturing problem [message #296574 is a reply to message #296567] Tue, 13 November 2007 10:38 Go to previous messageGo to next message
Slave is currently offline  Slave
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wow that was constructive. gg.

It might help if you put your .tga textures in a subfolder called Terrain: modname/Terrain/texture.tga

[Updated on: Tue, 13 November 2007 10:40]

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Re: Heightfield Texturing problem [message #296615 is a reply to message #296567] Tue, 13 November 2007 14:06 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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you just need to put the .tga file in your mod folder you don't even need to make a texture folder, just make it neater

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Heightfield Texturing problem [message #296688 is a reply to message #296615] Tue, 13 November 2007 15:14 Go to previous messageGo to next message
bat66wat6
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I did what you said Gen

I put the .tga textures in the mod folder. And it still did not work...but i tried a range of textures and wierdly some worked and some didn't!

Like the one i wanted, the grass texture did not work but the Ceilingfan texture did LOL, so did the Tiberium Texture

Here;s an SS if ya wanna take a peak
Please help, this is wierd...simple textures aren't working Dont Get It
Re: Heightfield Texturing problem [message #296693 is a reply to message #296688] Tue, 13 November 2007 15:18 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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You have to put them in the EditorCache folder WITHIN your mod folder. Smile
Re: Heightfield Texturing problem [message #296698 is a reply to message #296567] Tue, 13 November 2007 15:34 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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ive had that problem before try what razorblade001 said

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Heightfield Texturing problem [message #296758 is a reply to message #296698] Tue, 13 November 2007 17:02 Go to previous messageGo to next message
bat66wat6
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Yes it works now...thanks guys Big Ups Big Grin

I know that RenX etc can do more things but for now in terms of mapmaking i'm happy!

I can make silly terrain like bottomless pits--LOL, im gonna have some fun with this Big Grin Sneaky
Re: Heightfield Texturing problem [message #296825 is a reply to message #296567] Wed, 14 November 2007 01:36 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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you don't need to have it in your folder if you're running jonwils version of LE. Just pop the texture name in with a tga ending instead of the dds one.
Juts browse through them in always.dat using xcc. You don't have to copy them at all


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Heightfield Texturing problem [message #296850 is a reply to message #296825] Wed, 14 November 2007 09:01 Go to previous messageGo to next message
bat66wat6
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I got an improved version of LevelEDIT where it loads up the Scripts without having to put em in Mod Folder

It also fixed some bugs like my CnC_GDI_Orca loading problem

It may be this Jonwoll's version, i dunno...but it sure is more stable than the version i had before Big Grin
Re: Heightfield Texturing problem [message #296858 is a reply to message #296850] Wed, 14 November 2007 09:35 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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The problem with a heighfield is that if you use one texture such as a Grass and then another one as a metal the whole terrian will sound like walking on grass. Other then that I love working with heighfields. Big Ups

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: Heightfield Texturing problem [message #296860 is a reply to message #296858] Wed, 14 November 2007 09:50 Go to previous messageGo to next message
bat66wat6
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The main problem is the base Terrain textures with Heightfield
Because it's set to rock by default but it sounds like metal...

Oh and why don't my tiberium fields hurt me
I changed the Surface Type to Tiberium Field>?
Re: Heightfield Texturing problem [message #297639 is a reply to message #296860] Mon, 19 November 2007 09:59 Go to previous message
The Elite Officer is currently offline  The Elite Officer
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Because they only use the effects and sounds from the base texture.

In order to get the fields to hurt you, you have to go to Object--->Damge Zone---->Tiberium Damage Zone-pink

But you have to change the damage type to "Tiberium no shell" or something like that.


The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
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