Tutorial create roads in Ed42 (Editor 42) with Crysis editor

Help setting up and tips/tutorials for using Editor 42

Tutorial create roads in Ed42 (Editor 42) with Crysis editor

Postby fo0k » Wed Dec 02, 2009 8:26 pm

This is a 2 part tutorial geared towards making roads easily across hilly/mountainous terrain.
Take the effort out of it!

This is clearly of most use to people making road based maps (especially interstate 82 mod!) but is useful for any map.

Using ED42 and the Crysis Sandbox editor. (Crysis editor is free with the Crysis Demo)

ED42 Battlefield 1942 using Crysis Road Tutorial Part_1
ED42 Battlefield 1942 using Crysis Road Tutorial Part_2
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Re: How to create good roads in ED42 using Crysis editor

Postby Iced Earth » Thu Dec 03, 2009 1:08 am

nice dude...thats sick. I'll definitely use that method, for sure.

Also I'm such a tool. I didn't know you could use a texture file for the road tool and it would wind it around whatever way you wanted. :facepalm:
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Re: How to create good roads in ED42 using Crysis editor

Postby Apache Thunder » Thu Dec 03, 2009 6:18 am

Nice! You mentioned at the end that you are planning a tutorial for placing fences in 3DSMax....I eagerly await that video. I want to use 3DSMax to automate placing "fake" undergrowth in my BF2 map conversions. It took FOREVER to place the 1000 plus grass objects in Gulf of Oman using Ed42. If there is a faster way of doing it, I simply must know! :D
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Re: How to create good roads in ED42 using Crysis editor

Postby fo0k » Thu Dec 03, 2009 6:20 pm

Thanks guys, glad this is useful (or even educational! heheh)

So for the grass.. hmm.. this will be possible for sure in 3dmax although i have not used the 'fences / walls' technique for this purpose.

did the tree/forest tool in ed42 not work for you? thats the simple option but i know it can be a bit buggy.

I have just started thinking about grass on terrain though so I will see what methods i can figure out in max to do this too :)
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Re: How to create good roads in ED42 using Crysis editor

Postby Apache Thunder » Thu Dec 03, 2009 11:26 pm

The forest planter doesn't work well for me at all. The grass are tiny individual objects and they need to be placed at ground level and align with the angle of the terrain properly. ED42's forest planter does not do this. :(
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Re: How to create good roads in ED42 using Crysis editor

Postby fo0k » Thu Dec 03, 2009 11:49 pm

lols.. a funny way to do this would be to get the heightmap in 3dmax.. then make a 'floor' of tiny boxes.. then use reactor to have them drop onto the landscape from above.. they will all (with high friction) just sit on the terrain.. then you can use rexmans tools ( i added to the modding tools section) to export all the object positions to a txt file.. then just find replace them all with the grass object..


but.. thats my lol plan.. im working on a better solution heheh :)
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Re: How to create good roads in ED42 using Crysis editor

Postby LightSpeed/// » Fri Dec 04, 2009 11:18 pm

fook, can you upload your texture files?
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Re: How to create good roads in ED42 using Crysis editor

Postby freddy » Sat Dec 05, 2009 2:01 am

thanks, enjoyed the tut :)
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Re: How to create good roads in ED42 using Crysis editor

Postby fo0k » Sat Dec 05, 2009 5:17 pm

good!

Light - I have added my textures to the modding tools downloads on this site. you can grab them there :)
This is just textures and not all the txt file layered setups that ed uses.. Some are buggy and I want to tidy them up before offering here as most will cause a crash etc. which will not be fun for noobs.
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Re: How to create good roads in ED42 using Crysis editor

Postby Senshi » Sat Dec 05, 2009 6:05 pm

I'd suggest we open a separate thread where every mapper is free to post his layer templates :) .
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