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[Tutorial] MtL's Guide

bfme: tactics mirror map worldbuilder c&c4 bfmeii: rotwk

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#1 MattTheLegoman

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Posted 01 August 2015 - 11:49 AM

Blurb

G'day, I take this opportunity to display my progress for creating a high quality mirror map for The Battle for Middle-earth II: The Rise of the Witch King. This map is for BFME:Tactics and is being created with direction from Ruudy. =D

 

Firstly, the layout (each post will be a new step/day), which I am terrible at. However, Ruudy has suggested a similar layout of a popular (at least amongst the testing group) tournament map of the late C&C: Generals II. ;p

 

Yes, I cheat when I can, and as often as I can get away with it. The particular Worldbuilder that I use for layouts runs much better than the BfME series Worldbuilders. Command & Conquer 4: Tiberium Twilight Worldbuilder can also import and export .tga heightmaps very well. ;D

 

There might be about 4-5 parts. Road to Rivendell is a development filename. =p

 

MtL's Guide Part 1 - planning the heightmap (1 hour for large map)

  • A heightmap is a simple representation of the height layers of the map. Here I have the water layer, the lower ground layer and the upper ground layer, as well as surrounding mountainous areas. It is black and white.
  • Save as .tga.
  • Command & Conquer 4 Tiberium Twilight Worldbuilder. File->Import heightmap.
  • Now I edit only the large details: rivers, cliffs, mountain ridges, large battle areas, wide paths and player bases.
  • File->Export heightmap. Save the map as a .tga image.

Screenshots

Step_01.PNG

Step_02.PNG

 

Concept art - lake with mountains and plateaus

Darwin mountain range

Darwin_mountain_range.jpg

Tian Shan

280px-West_Tian_Shan_mountains.jpg

Level Mountain Range

Level_Mountain_Range_valleys3.jpg

Lake Bondhus, Norway

320px-Lake_Bondhus_Norway_2862.jpg

Wastwater, England

Wastwater%2C_Lake_District.jpg


Edited by MattTheLegoman, 01 August 2015 - 01:55 PM.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#2 Ruudy

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Posted 01 August 2015 - 11:58 AM

Wow! Thanks for this tutorial!

 

I can export for this map new models for trees, rocks and other props.


Edited by Ruudy, 01 August 2015 - 12:06 PM.

Posted Image

BFME: Tactics on MODDB!
Posted Image



#3 Irenë Hawnetyne

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Posted 01 August 2015 - 01:17 PM

This particular Worldbuilder that I use runs much better than the BfME series Worldbuilders. 

 

This caught my eye, would you care to elaborate?


"Everyone's a hero when there's nowhere left to run."

 

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#4 MattTheLegoman

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Posted 01 August 2015 - 02:00 PM

 

This particular Worldbuilder that I use runs much better than the BfME series Worldbuilders. 

 

This caught my eye, would you care to elaborate?

 

 

Command & Conquer 4: Tiberium Twilight Worldbuilder, it runs more smoothly on my computer. I imagine the program is better optimised. Nevertheless, I only use it to visualise heightmaps that I create, a tool to create the basic layout. It cannot save a map that can be read by BfME II Worldbuilder, so I don't create fine detail in it. I can, and this is what makes it worthwhile, work on terrain mesh molding a lot faster because the program runs smoothly.


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#5 Irenë Hawnetyne

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Posted 01 August 2015 - 02:03 PM

Huh. Fair enough.


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#6 MattTheLegoman

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Posted 01 August 2015 - 03:51 PM

Blurb

I'm sticking to the Rivendell theme, specifically I am inspired by Lauterbrunnen in Switzerland (as can be seen in my concept art). Research is part of every stage of my process. I think I might call the map, Edge of the Wild, based on a quote from The Hobbit: "'You are now at the very Edge of the Wild' he [Gandalf] answered. 'Somewhere ahead is the Last Decent House - I have been there already and they are expecting us.'" (I'm reading The History of the Hobbit at the moment.) I think I will need white stone with moss on them. And of course, beautiful cliffs. ;)

 

World Machine does a lot of the work for you. This means you have plenty more time left for the map to clean up things you did not want World Machine to do.

 

Here is a link to World Machine:

http://www.world-machine.com/

 

Okay, Part 2 actually gets the map in the proper Worldbuilder. =p

 

MtL's Guide Part 2 - finishing the heightmap (2 hours for large map)

  • Import the heightmap into World Machine.
  • Setup a layout in World Machine. I use an advanced perlin generator to create detail, then adding natural erosion, thermal weathering, erosion, coastal erosion, snow (if needed).
  • Create a mask (greyscale image) from original heightmap. White is where you want the most changes to the layout of the map, black is where you want the map to remain the same. Use this mask in World Machine (import it) to restrict large changes to areas which should remain flat for building or open for pathing.
  • Further detail can be added with the layout tool in World Machine, I could have used the line tool in the layout generator to create mountains.
  • Export from World Machine as a png.
  • Resize to your map size and convert the png to tga using image editor.
  • Open BfME II (or RotWK) Worldbuilder and create a blank map with your map size.
  • File->Open from TGA. Now check the map. The scale might not be correct, edit the levels directly in World Machine and re-export the heightmap.

 

Screenshots

step_03.PNG

Step_04.PNG

step_05.PNG

step_06.PNG

 

Concept Art

Lauterbrunnen

320px-Lauterbrunnen_valley_mid_summer.jp

Lauterbrunnen

320px-Lauterbrunnen_valley_in_summer.jpg

Lauterbrunnen

320px-Lauterbrunnen_valley.jpg

Lauterbrunnen

320px-Breithorn1.jpg

Lauterbrunnen

320px-LauterbrunnenValley.jpg


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Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#7 Irenë Hawnetyne

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Posted 01 August 2015 - 04:35 PM

Interesting methods here. I may have to look into this stuff ;)


"Everyone's a hero when there's nowhere left to run."

 

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#8 Ridder Geel

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Posted 05 August 2015 - 08:20 AM

So you actually use the height map functionality? :)

Awesome :D :p


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#9 MattTheLegoman

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Posted 06 August 2015 - 02:05 PM

Blurb
Ruudy and I talked back and forth about the layout of the map. I was initially under the impression that it was a 1v1 map with two base expansion areas for each player, actually, this maps is to be a large 1v1 or 2v2 map. Regardless of the considered direction of BfME:Tactics using a similar style as Starcraft II for resource gathering I have planned the map to be adjustable to using the BfME I system. BfME II's system would require the map to be further flattened and smoothed out as the terrain not used for player bases and expansion points is considerably bumpy. The possible configurations of the map are:
  1. BfME I - 1v1
  2. BfME I - 2v2 (2 castles and 2 camps)
  3. BfME: Tactics - 1v1
  4. BfME: Tactics - 2v2
As a note, the map as a heightmap went back into World Machine where I resized it and made the cliffs more steep.
 
Ridder - I use the heightmap functionality and a realistic heightmap generator.
 
Part 4 will take a good week, it will include me actually painting the terrain and I'll see how much of that I can record. Since we have a Rivendell theme I'll be including my actual Rivendell fortress map that will feature in The Special Extended Edition, Director's Cut and Ridder Clan Mod. Demonstrating with both maps will allow me to showcase my techniques for mountainous terrain, large areas of grass, paths, underwater terrain, marshes, beaches, cliffs and forests.
 
MtL's Guide Part 3 - finishing the layout (3 hours over 4 days)
  • Finish the layout of the map: planning all important objects, player base areas, painting the base terrain, painting paths, placing water areas, placing scripting areas and waypoints
  • Choose terrain pallet
  • Choose object types: tree types, rock types

Screenshot - Original Layout, compare to final layout

cf2dbb590994e14fe132dbb6e39a6e95.jpg

 

Screenshot - First layout given to Ruudy, rejected with planned alterations

Untitled-1.jpg

 

Screenshot - Final Layout, painted the base terrain

step_08.PNG

 

Screenshot - reference objects and terrains, note that this does not include BfME:Tactics terrain and objects

step_09.PNG

 

Extra Screenshot - sneak peak at my Rivendell fortress map

step_10.jpg


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Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#10 Mathijs

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Posted 07 August 2015 - 10:24 AM

This map is looking really warm and vibrant. I like it.


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#11 Nazgûl

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Posted 11 August 2015 - 11:09 PM

Second that =)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#12 Irenë Hawnetyne

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Posted 12 August 2015 - 05:46 AM

Yep. I want to play that Rivendell. And I never play anything.


"Everyone's a hero when there's nowhere left to run."

 

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#13 MattTheLegoman

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Posted 14 August 2015 - 08:58 AM

Rivendell will be in RC-mod as soon as it is ready.

 

This video is very old, but I should post something because I have had no time this week.

 

And for Bofur's sake, not that you can see it because the video quality is so much junk, but there are bad blends, gotta go through the map with the single blend tool.


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Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#14 Ridder Geel

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Posted 17 August 2015 - 09:43 AM

Ghehe, nice stuff :p

It might be an older movie, but still kinda gets the idea through :)


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#15 Mathijs

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Posted 18 August 2015 - 02:41 PM

The way you paint the snow textures is extremely realistic. Very impressive video to watch, even for a non-mapper.


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#16 Bofur

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Posted 20 August 2015 - 07:17 PM

My god it was long ago when I made that comment :lol:


left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#17 MattTheLegoman

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Posted 30 August 2015 - 03:30 PM

Screenshot - terrain and objects that I will be using

I've had to create a custom setup of Worldbuilder to do this. Tactics has too many terrains and objects... That is also the reason Tactics is not getting hosted by Revora.

I want the custom objects to complement the cliffs created in Worldmachine.

Capture.jpg


Edited by MattTheLegoman, 30 August 2015 - 03:49 PM.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#18 Mathijs

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Posted 30 August 2015 - 03:42 PM

Screenshot - terrain and objects that I will be using

I've had to create a custom setup of Worldbuilder to do this. Tactics has too many terrains and objects... That is also the reason Tactics is not getting hosted by Revora.

I want the custom objects to complement the cliffs created in Worldmachine.

 

Actually, I have repeatedly asked them if they wanted hosting, with the games the objects belong to being so old now. ;)


No fuel left for the pilgrims


#19 MattTheLegoman

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Posted 30 August 2015 - 03:50 PM

Ahhh, what do you know. =p

 

They surprise me, the requested layout of this map, as I've mentioned before is from the unreleased CnC Generals 2.


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado


#20 Mathijs

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Posted 30 August 2015 - 03:53 PM

Mhm... say, do you think I could convince you to grace a certain mod with a specially made map after this one?


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