Easiest way is to use some "waypoint web" exported/imported from another map and only modify it - place all waypoints to ground level and modify their location/linking around objects. You can also make few of them and duplicate for example 100 waypoints at time to different places on map, ofcourse also need to modify them at places around objects and places where is not possible to go...
If I was to import way points from another map, as terrains from other maps are not the same shape..
IS THERE!! a way the make all way points auto shape to suit the terrain after import.
I don't thinks there is away but thought I would ask anyway.
If I was to import way points from another map, as terrains from other maps are not the same shape..
IS THERE!! a way the make all way points auto shape to suit the terrain after import.
...
If the terrain is different, I wouldn't import waypoints from another map because "it will be the mess"...
- If you 're editing an existing map, keep the original waypoints as much as possible (it will save you a lot of time yet) and modify them if needed (position, link, hideout,...).
- If your map is a custom one, free of any waypoints, the best solution is to use the "placeator tool" (8th icon in the tool bar)... Select the waypoints (in the left panel) and one of the 3 "settings" (normal, hideout, noshortcut).
Place the cursor on the terrain and at each "click", the specific waypoint will be created where you want it! You will have to do this "one by one". Later link them all together! Don't exceed the limit of 2.500 waypoints!
It's long and boring to do but... "Hey, nobody said it was going to be easy!". lol
If you have a web of existing waypoint, you can yse them, just import them, place them at ground level ("T" and modify if needed (delete waypoints under trees or another objects, add some waypoint where needed and set hideouts where necessary). I already used this system on some maps. It is faster than place one by one
Intruder wrote:
"placeator tool" (8th icon in the tool bar)... Select the waypoints (in the left panel) and one of the 3 "settings" (normal, hideout, noshortcut).
Intruder
Another trick is to select all 3 normal, hideout, noshortcut, by holding down CTRL and left mouse click on them to select them,
as you place them on the map the editor randomly picks one of them for you...
very painful linking them all but hay, no other options
..."placeator tool" (8th icon in the tool bar)... Select the waypoints (in the left panel) and one of the 3 "settings" (normal, hideout, noshortcut).
Intruder
Another trick is to select all 3 normal, hideout, noshortcut, by holding down CTRL and left mouse click on them to select them,
as you place them on the map the editor randomly picks one of them for you...
I didn't know that! However, I wouldn't use a "random option" concerning the waypoints because it's very important to know what kind of waypoints we want to use "here and there". It will be more work to do (in my opinion) if we have to reset them correctly after...
very painful linking them all but hay, no other options
One thing I often ask when someone is telling me he would like to start mapping for Vietcong is: "Are you patient?" lol
It's probably the very first skill to have to start mapping!
To be honest, creating a grid with connected waypoints and saving as a waypointsgrid.sce may save a little time, but it is much easier to do everything from scratch. I say this because i have tried numerous methods with this. Each time i used a grid of connected waypoints, i still had to select/move those waypoints around trees/rocks/logs etc...still took nearly the same amount of time. It is much easier, in my opinion, to use the placeator tool, and then linking as you go along.... (O-click-P-click-O-click-P-click) all the way to 2499 linked waypoints...
Thats the most time consuming portion of making custom terrains (outside of actually modeling the terrain in 3dsmax, and UVW mapping the polygons)...
The reward is the amount of downloads over time...and constructive comments you receive from the community afterwards...