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[Tutorial] Raising Terrain Using TerraCoppa


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#1
MokahTGS

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After releasing some information and screenshots of my upcoming module Jabberwocky, I had a bunch of questions from builders as to how the area in question was made.  Terra Coppa is the main tool used and I wanted to post a bit of a how to and open it up to questions and other tips from builders to help future builders.

For example, here is what you can do to an area by raising the terrain:

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/NWN2_SS_122912_102345.jpg[/img]

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Jabberwocky/u_rocks2.jpg[/img]

First and foremost you can download TerraCoppa here.  I will not cover how to install or run plugins as this is more of a 201 to 301 level course in using the toolset.  There are numerous tutorials on the Vault for basic toolset knowledge.

Step One - Opeen Terra Coppa from the plugins menu.  Select the area you have open in the drop down box.  Areas have to be open in the toolset for the Terracoppa tool to be able to see them.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step1.jpg[/img]

Step Two - Select the same area in the drop down box in the "Destination Area" box.  You can pick different areas and transfer sections of one area to another.  This allows all sorts of fun between areas.  It works well for taking areas of a large prefab and making smaller areas.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step2.jpg[/img]

Step Three - Highlight the area you want to raise in the "Source Area" box.  The grid squares corispond to the area grid in the toolset.  Also make sure the "Raise area" checkbox is checked!  A duplicate highlight will appear in the "Destination Area" box.  You can move it with your mouse curssor.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step3.jpg[/img]

Step Four - Make sure the highlighted areas match up by moving the destination area highlight to match the source.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step4.jpg[/img]

Step Five - Move the height slider to the desired height.  This works in units and can go up or down.  The default in the toolset places the area height at 0 units.  Terra Coppa can only move sections up or down at a max of 30 units at a time.  The areas in Jabberwocky are raised around 100-300 units.  There is some wierdness that can happen when moving water as it doesn't seem to follow the same unit rules as the terrain.  But with enough fiddling you can get it to work.  Water and land can be moved seperately if you wish/need to.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step5.jpg[/img]

Step Six - Check your work by seeing if the raised area is where you want it.  Continue raising or lowering as needed.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step6.jpg[/img]

Step Seven - When you are done moving sections around, make sure to rebake the area so the walkmesh will work correctly.  I have successfully put bridges between raised sections and the walkmesh works as you would expect it too.  The toolset does not seem to care that you have raised sections of the terrain mesh.

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/step7.jpg[/img]

You should be able to mold raised terrain with a few exceptions:
  • The Flatten tool has a max height of 100 units up or down.  Flattening raised terrain has mixed results and is not suggested.
  • Raising or lowering terrain works as usualy as long as you stay away from the edges.  The toolset wants to join raised terrain back up with the non-raised sections.
  • Water has a max height of 100 units up or down and will do wierd things if you try to paint water on raised terrain.  It works best to raise section with water after you have finished painting them.
As always, your milage may vary but this allows for some unique building options if used creatively.

#2
EvilShade

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Thank you. Just what I needed.

#3
kamal_

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Terra Coppa probably begged for mercy when you were finished with it.

#4
MokahTGS

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Most do, but seldom recieve any.

Modifié par MokahTGS, 22 juillet 2013 - 02:02 .


#5
Kaldor Silverwand

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Thanks. Looks like just what is needed for post-Spellplague earthmotes.

Regards

#6
Morbane

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what more to say than, awesome.

awesome effect and awesome share.

#7
Guest_Iveforgotmypassword_*

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I will second what Morbane said.

Just one question though.. Can this thing be used to level terrain around walls where you have raised areas with walls on the edges or make canals with sharp edges that go against the triangles of the walkmesh ?

#8
Dann-J

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Your walls or canals would have to coincide with the edges of terrain tiles. For canals, you'd only have one vertical bank (unless it was as wide as an entire terrain tile).

#9
MasterChanger

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You can use one of Tanita's other tools to make better canals: WaterMill. But the tutorial on how to use that without crashing would be a complicated one!

#10
MokahTGS

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Iveforgotmypassword wrote...

I will second what Morbane said.

Just one question though.. Can this thing be used to level terrain around walls where you have raised areas with walls on the edges or make canals with sharp edges that go against the triangles of the walkmesh ?


Do you have a picture of what you would like to accomplish?  I'm better with visuals.

#11
MokahTGS

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You mean something like this?

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/NWN2_SS_072513_193350.jpg[/img]

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/NWN2_SS_072513_193424.jpg[/img]

200x100https://dl.dropboxusercontent.com/u/9882100/NWN2/Terra%20Coppa%20Tut/NWN2_SS_072513_193442.jpg[/img]

This area is pretty sloppy, but if you notice the edge of the canal drops off exactly at the walls edge.

The canal is lowered by 10 units from the other terrain.

Modifié par MokahTGS, 26 juillet 2013 - 02:40 .


#12
Guest_Iveforgotmypassword_*

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MokahTGS.. Yes that is exactly the sort of thing I'm on about. The thing is that in the past I've spent ages lining up placeable walls on the walkmesh lines and lowering the terrain on one side being very careful not to overstretch and make a gap by the wall and I wondered if this tool would enable me to just cut out big square/rectangular chunks and lift/lower them to get the same result... And it certainly looks like it does so I know where to go in the future.. Thank you.

Might even make a stepped pyramid or some rice terraces !

#13
Arianna0

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Is the TerraCoppa Plugin available anywhere anymore ?   The old links are no longer valid



#14
kamal_

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Is the TerraCoppa Plugin available anywhere anymore ?   The old links are no longer valid

http://neverwinterva.../terracoppa-v18