Easygen


(Spitfire.be) #1

Can someone help my with the settings when you start easygen up. Then he will ask the path for rtcw but i dont have rtcw but i have et.


(carnage) #2

you should think long nd hard B4 u use easygen, ive spen the best part of a months mapping time fixing the crppy output i got from easygen

it put way too many unesisary split in the terrian and as a result makes hillsides have a jaged edge instead of smooth, also you have just about double the number of tris u need too

an alternative is to make 128x128 cube grid then drag lock ut xy axis and drag the vertices up to creat it yourslef


(LowLife) #3

an alternative is to make 128x128 cube grid then drag lock ut xy axis and drag the vertices up to creat it yourslef

What kind of bullshit is that, thats exactly what easygen does. And btw if you dont use more than maximum 6464 subdivisions you will only have a quarter of the tri’s you would end up with with carnage’s 128128.

About the path, just give it the path to ET instead.


(carnage) #4

i was wrong about my measurments and alos the shape of the grid for differnt parts of that map is best alterd i have found, but i am still getting better looking terrain with half the tris count

stright out of easygen
[img=http://img328.imageshack.us/img328/5130/easygen1nd.th.jpg]

when it has been alterd

What kind of bullshit is that, thats exactly what easygen does

1st i find that kinda awfensive, a simple i disagree would of done

2nd it doesnt, easygen exports triangles not cubes, as two of them make up a cube its easy to think they do but as the direction of the hypotinuse is desided with no cosidertaion between the height distance between the four vertices or the square you get the same result as in the first image, so i had to go back and manualy chnage the direction of the hypotinus to suite the slope of the surface which gave the smoother effect

[img=http://img201.imageshack.us/img201/6282/easygenprob3tv.th.jpg]

on the left you see where the triagle split as made part of the hill stick out and not look smooth at all

on the right you can see where four triangles have left a vertices intented into the hillside, by making this into two larger trianlges we get smoohter hillside and half the tris count


(Spitfire.be) #5

Can someone help me with setting easygen. Look at first topic please


(The Wanderer) #6

Set all paths on edit->preferences to point at your etmain directory.

On the main window, in the grid tab, the number of divisions is exactly that…the number of divisions on your grid. When exported each square grid division will be converted into two triangular brushes. A quick calculation of the total triangle count of your terrain is
x division * y division * 2.
The widths are the dimensions of your terrain in game units.
The div.widt are the dimension of one division in game units. For large terrain try to use div.widt of 128 and up. Stick with powers of two because it aligns better with the grid in radiant.
The 3 quantities are related by the formula: Widths = Divisions * Div.Widt

On the Modifier Tab hold Ctrl+Shift and left click and drag on a vertex on the grid to drag it up or down.
To place a modifier just select one from the drop down list. To move it around hold ctrl+left click and drag with your mouse.
IMPORTANT: Help->About easyGen has a list of all commands. Check this list for other controls.

The Alphamap tab is used to texture your terrain. Do textures->Add folder to add a texure folder to use. Make sure this texture folder is in etmain/textures otherwise you will have to modify the exported shaders. Also make sure you only have textures with .jpg or .tga extensions in this folder and they all have dimensions in powers of two(for example 256x512 pixels). Once you add the folder the textures will appear on the left side.
Click one of the small black squares and choose a color.
Click one of the textures to associate it with that color.
Hold ctrl+shift and left click and drag to start painting the grid with that color. Wherever that color goes, the associated texture will be displayed in game. Do view->texture to view the terrain in texture mode.
Repeat as necessary with a different color and texture.

To export your terrain do file->export->terrain entity.
Fill in the alphamap and metashader boxes with the same name of your map.
Choose wolfet from the templates drop down list. Make sure your templates are up to date. There are a bunch of threads here about easygen templates. Make sure you have the latest versions.
To preview your shader just click preview. You can also make changes in the preview window.
Click continue and enter the same name as before.
Done.


(Spitfire.be) #7

How can you move the x and y ? because i always creat a hill in the middle


(kamikazee) #8

@SpitFire: read above, it’s all there.

@Carnage: You can enable ‘Show TRIS’ to see how those run, and you can flip the intersection with some keybind. I designed my terrain this way, and it looks kinda smooth after using the smooth and cone tool.
The only thing I can’t get right are the textures, easygen writes it own shaders but it blends them to ‘agressively’ in my eyes. I think I don’t have what it take to make a level looking as good as the original ones.