Product Chat / Can you cut a hole through terrain?

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Cruise McClarren
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Posted: 20th Feb 2017 03:25
Is it possible to raise the terrain and then cut through it like a tunnel entrance? Basically what I'd like to accomplish is using the EBE to make the actual tunnel but at the entrance have it look as though the entrance was cut into a mountain. I'm gonna keep trying to figure something out for it but any ideas would be nice
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granada
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Posted: 20th Feb 2017 03:59
Not possible at the moment,a few people have cum up with ideas to hide the entrance to make it look like you are going underground.

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Freakon
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Posted: 20th Feb 2017 05:39 Edited at: 20th Feb 2017 05:59
Yeah as granada said, there is no way at present, but there is a few work-arounds.

1) Cut out cave shape out of the terrain, change the terrain type (TAB, TAB) if need be, then use rock entities to make the cave roof.

2) As above but if you want to have an upper level as well, I suggest cutting out the cave shape and use Bod's grass square to cover the part you want to appear, it's the same as the default grass so matches very well. https://forum.game-guru.com/thread/215012?page=5#msg2556139 you can use this with the ramp tool to create the desired effect at the entrance without showing the rocky rough roof.

Also, see the broadcast here for some tips:


Happy Cave Dwelling
synchromesh
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Posted: 20th Feb 2017 08:10
Answered pretty much the same question you asked here ?
https://forum.game-guru.com/thread/217478
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Cruise McClarren
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Posted: 21st Feb 2017 00:06
Actually it was a different question bc what I was asking in the first one was if it was possible to do an entire level underground like in FPSC. But since that was not available at the moment I was asking if there was a way to mask the EBE at the entrance after it was raised above the terrain and the terrain was brought up to equal height. But since neither is possible simply...I'll have to see what I can come up with to mask it. Thanks for the help though guys!!
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Cruise McClarren
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Posted: 21st Feb 2017 02:47 Edited at: 21st Feb 2017 03:54
[img]C:\Program Files (x86)\Steam\steamapps\common\Game Guru\Files\texturebank\User\My Textures\Temp Cave.tga[/img]This is what I came up with so far. I know the peaks are very off and not realistic but I wanted to try something quick to get ideas before doing an extensive version.
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granada
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Posted: 21st Feb 2017 03:43 Edited at: 21st Feb 2017 03:46
There you go,looks like a good start to me.



Dave
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Cruise McClarren
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Posted: 21st Feb 2017 04:11
Dumb question Dave... how did you reload that image. I tried using the image tag but it asks for a URL so I just tried to upload it. What am I missing to just display it in the message?
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Pirate Myke
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Posted: 21st Feb 2017 04:44
His image comes from a link from a place where you can store images online.

I use puush.me. Then you get the weblink for one of your images stored there. Then paste in between the img tags.



Which turns to this:

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granada
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Posted: 21st Feb 2017 13:27
Thanks Pirate Myke
Best to use png images to if you can,a lot better for web use.

Dave
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Cruise McClarren
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Posted: 22nd Feb 2017 02:24
Is there an easy way to line up two EBE sites and join them together to make a larger site?
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Jerry Tremble
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Posted: 22nd Feb 2017 02:52
Quote: "Is there an easy way to line up two EBE sites and join them together to make a larger site?"


Yes, if you press "B" twice, you will put any sites as well as entities that you place into "Grid Mode" as indicated at the bottom info bar of the GUI. The builder sites will snap together just fine.
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synchromesh
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Posted: 22nd Feb 2017 11:12 Edited at: 22nd Feb 2017 11:15
Quote: "Is there an easy way to line up two EBE sites and join them together to make a larger site?"

Just make each model separately and join them together after ... As long as you allow for The joint to be the same size ( corridor maybe ) its easy and you can make quite complex layouts ... The pic shows 3 joined together ..



And this was the result ...

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Pirate Myke
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Posted: 22nd Feb 2017 14:03
@granada: Puush.me will make the image either jpg or png which ever is the smallest size when you capture it. The capture routine is made this way.
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Cruise McClarren
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Posted: 23rd Feb 2017 01:44
Great!! Nice to know. Across the top next to the terrain blend icon there are four color swatches for mud, rock, sediment and grass. Where are those textures stored at? I was searching allthe file folders but can't seem to find them, but I knw they exist so I was hoping someone could let me know where they are at.
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Jerry Tremble
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Posted: 23rd Feb 2017 01:52
C:\Program Files (x86)\Steam\steamapps\common\Game Guru\Files\terrainbank
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Cruise McClarren
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Posted: 23rd Feb 2017 23:47
I looked there at all the files in it but none of the thumbnails match the icons in Game Guru. Am I just blind? lol
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Jerry Tremble
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Posted: 24th Feb 2017 00:08 Edited at: 24th Feb 2017 00:11
They aren't the icons, they're the textures used to paint the terrain. Were you looking to change the icons? If so, I don't know where they are, sorry. I don't even know if you can change them. If I get a chance I'll poke around in there. They gotta be somewhere, or they're encrypted and invisible.
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Belidos
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Posted: 24th Feb 2017 07:46
Quote: "Great!! Nice to know. Across the top next to the terrain blend icon there are four color swatches for mud, rock, sediment and grass. Where are those textures stored at? I was searching allthe file folders but can't seem to find them, but I knw they exist so I was hoping someone could let me know where they are at."



Terrains are in sets of five ground textures (four you can select, and the default one) that can be painted on the terrain, the icons at the top are only buttons, they do not represent which set of terrains you are using, to switch between them just click the icons.

If you want to switch over to a different set of terrains you have installed, then you click the rocket button to enter test mode, then press TAB twice, at the top somewhere to the left of the middle of the screen there will be set of drop down menus, one of these will be the list of terrain sets you have installed, simply choose one from the list and it will switch to the new set. You can only use one set per level.

If you want to take a look at the files they are located in:
GameGuru/files/terrainbank/

In there are multiple folders, those folders are named for the set inside. Inside each of the folders you will find the following files:

Default_D.dds - this is your default texture, his will be the one already placed when you start making your level.
Default_N.dds - this is your default textures normal map, it will be a purple colour, it basically defines how bumpy the texture will look.
Default_S.dds - this is your default textures specular map, it will be black, white, and grey, and defines how shiny the texture is.

These are the textures that correspond to the buttons:
Mossy_D.dds (also _N and _S) - on the default set this is your alternate grass
Path_D.dds (also _N and _S) - on the default set this is your mud
Rocky_D.dds (also _N and _S)
Sedimentary_D.dds (also _N and _S)

You will also have a superpalette.ter file, this is a kind of cache file for terrain textures, if you make any changes to the files in these folders you need to delete this for gameguru to rebuild it's cache with the new changes.

As you can see the texture files are in .dds format, you will be able to create and edit files of this format just like any other image format using programs such as Photoshop, GIIMP (with a plugin), Paint.net and so on.

If you have your own textures that you want to use, then i would highly recommend you do not edit existing sets, as when there's an update the update will automatically overwrite them with the originals. Always create a new folder, give it the name of the terrain set you are making, then add your own files in there. That way you will not damage the original sets and will not lose any edits during updates.

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