Staredit Network > Forums > SC1 Terrain > Topic: [ ] Tux Tutorial 1 - SCMDraft 2
[ ] Tux Tutorial 1 - SCMDraft 2
Sep 13 2009, 5:08 am
By: The Starport  

Sep 13 2009, 5:08 am The Starport Post #1



<UPDATE>
Here's the wiki article itself: http://www.staredit.net/wiki/Scmdraft_2_Terrain_Layer_Reference

Edit this one from now one.
</UPDATE>




This is just the first draft. I'll add purdy pikchers and other shit later.

Quote
Note: Since SCMdraft 2 is pretty much the de facto standard tool for advanced terraining (as of this writing), there's little sense generalizing this topic to cover other tools.


Isometric terrain: The standard option for terrain painting, and the one you'll (likely) be using the most. Little explanation needed here. You paint your terrain in pretty-looking and well-blended isometric shapes by selecting from the available terrain type list for your map's current tileset. But beyond that, you'll need more options. Each of a given map's tileset's Terrain types are constrained by which adjacent terrain types they're allowed to combine with. What this means is, for instance, the Badlands' water terrain type must always be next to dirt terrain. Trying to place, say, asphalt next to water (which itself requires adjacent dirt) will automatically create an intermediate layer of dirt before water can be allowed next to it.
Example Image


Because of these constraints, some effects and functionality options can be limited. This, of course, is what advanced blending is for.



Rectangular terrain: The most basic (and crude) way to violate the standard constraints of Starcraft's isometric terrain styling is by directly painting rectangular tiles of the selected terrain type. You won't get any pretty isometric meshing here, but for strict functional use this option gets the job done. Little to talk about with this option, really, except to mention that rectangular tiles will NOT affect the 'flow' of placed isometric terrain, and will even be rudely overridden by the standard isometric blending. This is why it's a good idea to always paint your custom rectangular terrain after your final draft of your isometric layout.
Example Image


Unless you plan to make your entire map with rectangular terrain, of course. :P



Subtile editing: This is a specialized editing mode for tweaking tiles of isometric blends. The usefulness of this mode comes in when you understand a bit about the nature of isometric tiles, which I'll explain later. In short, you'll use this option mainly only for isometric polishing and surface cleanup... if at all.



Tileset index: NOW we're cooking with fire! This will be one of your main weapons for just about all terrain blending you'd ever want to do. Unfortunately, there's no way around getting your hands dirty to master using this mode. Prepare to be sifting through mounds and mounds of oddball tiles individually looking for pieces that fit together. It's like a jigsaw puzzle, really.
Example Image


Later, I'll gloss over some handy tricks for making your job easier with blending, though. And this isn't your only tool, either:



Brush palette: This tool allows the user to use a large "compilation" of blends put-together by an other terrainer. All you must do is select the blend you want and paste it where you want into your map. Moreover, you do not even need to open a new map, it's a sub-window opened into your map, just like when you edit triggers.
Example Image


... The perfect tool for the lazy-boys of us :P



Copy/Paste: You just click and drag over any map tiles you want, press Ctrl C, and then Ctrl V, and click elsewhere to duplicate ad nauseum. Pretty basic. When applying blends on a large scale, you'll be using this a lot, so get the hang of it. Note that holding the Shift key and drawing multiple selection rectangles (even with overlap) can allow you to select non-rectangular portions of terrain for copying; invaluable for blending. There is also the option of pressing the Ctrl key to toggle free-draw selection of individual tiles, which may be useful once you get the hang of it, too.

Also, get in the habit of re-copying groups of multiple terrain pastings in order to paste them in large quantities. One-at-a-time pasting work can become a real time (and patience) sink, if you let yourself get into it.



Brush sizes: With each terrain mode (except Copy/Paste), you'll have the option of specifying the width and height of your paint brush size. This option should be pretty self explanatory. Make use of it whenever you can to cut down on as much tedium as you can when painting large areas.



Other tricks: Under the Doodads layer, you can select any doodads you've placed, right click on them, and select Convert to terrain to flatten them into their corresponding terrain tile and sprite components. Don't worry about what that means; we'll cover sprites later. The terrain tiles, however, can be then grabbed and used with Copy and Paste. This can remove a bit of the hassle with hunting down individual tiles for blending in the Tileset index dialog, if you're so inclined.

Additionally, Ctrl clicking individual terrain tiles under the Tileset index mode will seek out the selected tile within the tile list. This is a great, hands-on way to explore the list by using the map's own terrain tiles as a reference for understanding the confusing tileset list. You'll be using this a lot when toying around with or inventing new blends.


Finally, to aid in tile placement and visualizing, you can toggle default map grid by pressing Alt G in any mode. Mainly you'll use grids (combined with the 'Snap to' options) for aligning any units and sprites you'll need, but having guide lines drawn for tile placement is also handy for tricky or large-scale blends. Alternate grid sizes can be invoked by pressing Alt U (ultra fine; 1/8 of a terrain tile), Alt F (fine; 1/4 of a terrain tile), Alt L (large; 2x), Alt E (extra large; 4x). Custom grid sizes is also an option under the Options -> Grid menu.


Post has been edited 13 time(s), last time on Sep 18 2009, 11:09 pm by Tuxedo-Templar. Reason: Wiki link added



None.

Sep 13 2009, 5:20 am darksnow Post #2



holy crap, i did not know about the free-draw for copy-paste.



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Sep 13 2009, 5:26 am payne Post #3

:payne:

Quote
Additionally, Ctrl+clicking individual terrain tiles will automatically pop up the Tileset index dialog and seek out the selected tile within the list. This is a great, hands-on way to explore the tileset list by picking through the map's own terrain tile and matching them together. You'll be using this a lot when toying around with new blends.
You should mention that this happens only if you're under the "Tileset Mode"... and not in "Isometric" ;o

Also, talk about Alt+F, the .5 grid, it is very useful too (compared to the other hotkey'd grids).

May you explain me that Subtile thingy? I never used it and it seems useful, but my english restricts me in the comprehension of your paragraph :(

EDIT: You might as well bold the hotkeys? (just a recommandation)



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Sep 13 2009, 6:22 am The Starport Post #4



Oh yeah, Ctrl+click doesn't work globally. For some reason I thought it did while writing. :P

I use Alt+F all the time for units and sprites, but not really for terrain. I guess I'll go ahead and mention that anyway, though.

I'll cover subtile use when I cover how the Isometric tiles work in a separate tutorial.




See guys this is not complicated stuff. :P Easy to write up.



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Sep 13 2009, 7:01 am Falkoner Post #5



Ah, I never knew the Ctrl+Click was for free draw, it always just looked like some weird selection system :P



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Sep 13 2009, 7:15 am Jack Post #6

>be faceless void >mfw I have no face

Kekeke I knew about both subtile and the freedraw, and falk and payne didn't!

Anyway, good beginner tutorial for a bit on what the tools do.

Payne the subtile tool works like this: SC makes isom terrain using preplanned 'puzzle pieces'. Some of those puzzle pieces are interchangeable. While they look different on the center of the tile, the outsides blend like the 'twin' tiles. Subtile shows the 'twins' that would replace the tile you select seamlessly. It's like blizzard's original blends.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 13 2009, 7:17 am The Starport Post #7



Quote from name:zany_001
Kekeke I knew about both subtile and the freedraw, and falk and payne didn't!

Anyway, good beginner tutorial for a bit on what the tools do.

Payne the subtile tool works like this: SC makes isom terrain using preplanned 'puzzle pieces'. Some of those puzzle pieces are interchangeable. While they look different on the center of the tile, the outsides blend like the 'twin' tiles. Subtile shows the 'twins' that would replace the tile you select seamlessly. It's like blizzard's original blends.
Heh, maybe you should help me write the isometric tile tutorial. ;)

You just about summed the whole thing up right there. :P



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Sep 13 2009, 7:20 am Kaias Post #8



Quote from Falkoner
Ah, I never knew the Ctrl+Click was for free draw, it always just looked like some weird selection system :P
I'm surprised you didn't know about it.
Unless I'm working on terrain I default to the fine (alt f) grid.
Very nice introductory writeup.



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Sep 13 2009, 7:44 am Jack Post #9

>be faceless void >mfw I have no face

Heh, I will if you want tuxlar. I don't know everything about that stuff, but probably enough for beginners. I dunno how I would explain how to make good blends though, other than 'just grab a likely one and check it' xD



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 13 2009, 7:55 am The Starport Post #10



Quote from name:zany_001
Heh, I will if you want tuxlar. I don't know everything about that stuff, but probably enough for beginners. I dunno how I would explain how to make good blends though, other than 'just grab a likely one and check it' xD
All that matters is understanding the pattern of tiles fitting together into isometric shapes. Most blending requires the basic gist of that knowledge as a prerequisite. Actual blending techniques and examples can always be covered with their own tutorials.

Go ahead and write up a paragraph or two and see how far you get. :P The neat thing about a wiki is you (or others) can always edit it whenever.



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Sep 13 2009, 7:56 am Jack Post #11

>be faceless void >mfw I have no face

OK. Should I post it here or on the wiki?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 13 2009, 7:58 am The Starport Post #12



Here first, probably. That's what I'm doing, at least.

Probably doesn't matter that much, really.



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Sep 13 2009, 8:22 am Jack Post #13

>be faceless void >mfw I have no face

Ugh I don't like what I wrote. Its not really different from what you wrote, I'll redo it with more focus on the puzzle xD



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Sep 13 2009, 8:13 pm Falkoner Post #14



Quote
I'm surprised you didn't know about it.

Well, I realized it was there, but I never knew what it actually was :P



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Sep 13 2009, 10:51 pm payne Post #15

:payne:

Quote from Falkoner
Quote
I'm surprised you didn't know about it.

Well, I realized it was there, but I never knew what it actually was :P
Same thing on my side, though for the Subtile. But I knew about free-draw. ^^

Btw Tux, you might want to talk about the Terrain Mirror option. ;o

Post has been edited 1 time(s), last time on Sep 13 2009, 11:11 pm by payne.



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Sep 14 2009, 2:43 am The Starport Post #16



Yeah. Also: http://www.stormcoast-fortress.net/cntt/software/scmdraft/Commands/



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Sep 14 2009, 3:52 am Falkoner Post #17



Yeah, that's the really odd thing, I had read that before and I still didn't know it :P



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Sep 15 2009, 7:23 pm payne Post #18

:payne:

Here, I did some work into your article ^^



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Sep 15 2009, 10:54 pm The Starport Post #19



Appreciated. This is meant to be a wiki, after all. :P



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