1.
1.1.
1.2.
1.3.
2.
2.1.
2.1.1.
2.1.2.
2.1.3.
2.2.
2.3.
2.4.
3.
3.1.
3.1.1.
3.1.2.
3.1.3.
3.2.
3.2.1.
3.2.2.
3.2.3.
3.2.4.
3.3.
3.3.1.
3.3.2.
3.4.
3.4.1.
3.4.2.
3.4.3.
3.4.3.1.
3.4.3.2.
3.4.3.2.1.
3.4.3.2.2.
3.4.3.2.3.
3.4.3.2.3.
3.4.3.3.
3.4.3.4.
3.4.4.
3.4.4.1.
3.4.4.2.
3.4.4.3.
3.4.4.4.
4.
4.1.
4.2. |
+-+
File
|
|
|
+-- Save
|
+-- Save & exit
|
+-- Exit
|
+-+
New map
|
|
|
+-+ Random map
|
| |
|
| +-- Seed
|
| +-- Roughness
|
| +-- Do it!
|
|
|
+-- Random texture
|
+-- Smoother height map
|
+-- Smoother texture map
|
+-+
Editor
|
|
|
+-+
Texture map
|
| |
|
| +--
Pencil
|
| +--
Airbrush
|
| +--
Undo
|
|
|
+-+ Height map
|
| |
|
| +--
Push
|
| +--
Pull
|
| +--
Flatten square
|
| +--
Undo
|
|
|
+-+ Both
|
| |
|
| +--
Lake
|
| +--
Undo
|
|
|
+-+ Object
|
|
|
+--
New
|
+--
Load
|
+-+ Edit
|
| |
|
| +--
Save
|
| +-+
Preview & rotate
|
| | |
|
| | +--
Rotate 1x
|
| | +--
Rotate 2x
|
| | +--
Rotate 3x
|
| | +-- Double size
|
| |
|
| +-- Point
|
| +--
Square
|
|
|
+-+ Place
|
|
|
+--
Solid
|
+--
Solid boolean
|
+--
Flexible
|
+--
Undo
|
+-+
View
|
+--
Shade
+--
Isometric |
|
|
1. |
File
-> |
1.1. |
File
-> Save |
|
Saves
the map files. |
Caution: |
Make
sure you have enough archive memory free, the map files can reach
a file size of about 100k.
You
need to confirm "garbage collection" dialog otherwise
your map will get lost. |
|
|
1.2. |
File
-> Save & exit |
|
Saves
the map files and returns to OS. |
|
|
1.3. |
File
-> Exit |
|
Returns
to OS. |
|
|
2. |
New map
-> |
2.1. |
New map
-> Random map
-> |
2.1.1. |
New map
-> Random map -> Seed |
|
Enter
a seed number for random map generation here. If you press only
ENTER a random seed number will be set.
The
seed number is the base for the generated map. With it you are
able to reproduce exactly the same random map. |
|
|
2.1.2. |
New map
-> Random map -> Roughness |
|
Enter
a roughness value for random map generation here. The smaller the
value is the smoother is the map. If you only
press ENTER the default value of 5 will be set. |
|
|
2.1.3. |
New map
-> Random map -> Do it! |
|
Executes
the map generation process. |
|
|
2.2.
|
New
map -> Random texture |
|
This
option creates a random texture map without changing the height
map. This will happen automaticly if you are creating a completely
new random map. |
|
|
2.3.
|
New
map -> Smoother height map |
|
Applies
a filter for smoothing on the height map. |
Caution: |
The
result is hard to see in the editor but it will make
everything smoother also edges from buildings or other structures,
you should only use it on completely new maps. |
|
|
2.4.
|
New
map -> Smoother texture map |
|
Applies
a filter for smoothing on the texture map. |
Caution:
|
It
could distort the textures of
buildings or other structures, you should only use it on
completely new maps. |
|
|
3.1. |
Editor
-> Texture map -> |
3.1.1.
|
Editor
-> Texture map ->
Pencil |
|
Draws
a single point on the texture map with the current color. |
|
|
3.1.2.
|
Editor
-> Texture map ->
Airbrush |
|
Scatters
multiple points on the texture map with the current color. |
|
|
3.1.3.
|
Editor
-> Texture map ->
Undo |
|
Not
a real "undo" this option just reloads the texture map. |
|
|
3.2. |
Editor
-> Height map -> |
3.2.1. |
Editor
-> Height map -> Push |
|
Pushes
a bump into the terrain. |
|
|
3.2.2.
|
Editor
-> Height map -> Pull |
|
Pulls
a bump out of the terrain. |
|
|
3.2.3.
|
Editor
-> Height map -> Flatten square |
|
Makes
a square of the terrain even. The
edges will be formed like a flat crater. Height
base is the lowest point in the squares terrain area. |
Caution: |
You
have to draw from top left to down right otherwise it won't work. |
|
|
3.2.4.
|
Editor
-> Height map -> Undo |
|
Not
a real "undo" this option just reloads both maps. |
|
|
3.3.
|
Editor
-> Both -> |
3.3.1.
|
Editor
-> Both -> Lake |
|
Generates
a real looking water surface on the whole map. The software takes
the water height from the current cursor position. |
Tip:
|
You
can try and undo until you have what you wanted or, because of you
can't see on this screen the height map for setting an exact water
depth, you could get to the height map editor, move the cursor to
the terrain height position you prefer and come back to this menu
without moving the cursor and you have the coordinates for the
right water depth. |
Caution:
|
This
option can easily destroy your map, if you don't want to lost your
terrain then make a map backup! |
|
|
3.3.2.
|
Editor
-> Both -> Undo |
|
Not
a real "undo" this option just reloads both maps. |
|
|
3.4.
|
Editor
-> Object -> |
3.4.1.
|
Editor
-> Object -> New |
|
Erases
the object memory and opens the object editor. |
|
|
3.4.2.
|
Editor
-> Object -> Load |
|
Opens
a window were you can choose a VXO file from current directory to
load it. |
|
|
3.4.3.
|
Editor
-> Object -> Edit -> |
3.4.3.1.
|
Editor
-> Object -> Edit -> Save |
|
Saves
the object. |
|
|
3.4.3.2. |
Editor
-> Object -> Edit -> Preview & rotate -> |
3.4.3.2.1.
|
Editor
-> Object -> Edit -> Preview & rotate -> Rotate
1x |
|
Rotates
the object by 90°. |
|
|
3.4.3.2.2.
|
Editor
-> Object -> Edit -> Preview & rotate -> Rotate 2x |
|
Rotates
the object by 180°. |
|
|
3.4.3.2.3.
|
Editor
-> Object -> Edit -> Preview & rotate -> Rotate 3x |
|
Rotates
the object by 270°. |
|
|
3.4.3.2.4.
|
Editor
-> Object -> Edit -> Preview & rotate -> Double size |
|
Displays
the center of the object twice the size of the original. |
|
|
3.4.3.3.
|
Editor
-> Object -> Edit -> Point |
|
Draws
or colorizes a single voxel. New
voxels must be created on the left screen. Existing
voxels can be colorized on the right screen. If you draw with
color 0 then the voxel will be erased. |
|
|
3.4.3.4.
|
Editor
-> Object -> Edit -> Square |
|
Draws
or colorizes a square of voxels. New
voxels must be created on the left screen. Existing
voxels can be colorized on the right screen. If you draw with
color 0 then the voxel will be erased. |
Caution: |
You
have to draw from top left to down right otherwise it won't work. |
|
|
3.4.4. |
Editor
-> Object -> Place -> |
3.4.4.1. |
Editor
-> Object -> Place -> Solid |
|
Places
the loaded object without deforming it. Height
base is the lowest point in the objects terrain area. |
|
|
3.4.4.2. |
Editor
-> Object -> Place -> Solid boolean |
|
Places
the loaded object without deforming it. Each
voxel from the object will be ignored which is lower than the
terrain voxel on this position. Height
base is the lowest point in the objects terrain area. |
|
|
3.4.4.3. |
Editor
-> Object -> Place -> Flexible |
|
Places
the loaded object fitted to the terrains surface. Height
base is the lowest point in the objects terrain area. |
Tip: |
This
is a good option if you want to lay roads or paths through the
terrain. |
|
|
3.4.4.4. |
Editor
-> Object -> Place -> Undo |
|
Removes
the placed object. |
|
|
4. |
View
-> |
4.1. |
View
-> Shade |
|
Applies
a realistic shader on the texture map. |
|
|
4.2. |
View
-> Isometric |
|
Applies
a realistic shader on the texture map and shows the map in 3D. |