Giants World Domination
     
 
Random GMM Map:
Triton 2 - Infinity7
Name: Triton 2
Author: Infinity7
Type: MvMvM
Giants Edit 5.3 Unleashed
by King -- Page3

12. Add Lighting
If you test your map by selecting “Save map and run GMM” from the file menu, you will notice all your buildings are pitch black. The reason behind this is that you do not have any lighting objects. Go back to your map, and right click > Create Object from List > Generic Object. A generic object is a blank object that can be anything, as long as you give it an id. To enter an id for a generic object, look at the bottom menu bar after selecting the generic object. The very first input box will say 0. This is the id box. The id for a light object is 1004. Once you’ve entered 1004, click on the checkbox next to AIMode and enter 1 in the AIMode box. The AIMode box is used for different animations, but that’s not important right now. If you look at the very right of the bottom menu bar, you’ll see a lighting box. Select the checkbox next to Lighting. Now, this is VERY important. If you only see TWO boxes next to the lighting option, resize your window so that you can see three. Each box changes the value of red, green, and blue. I recommend you enter 0.28 in each box, but you can change it if you want. If you test your map now, you’ll notice that the light only focuses on one angle. To add light to multiple angles, you need multiple light objects. I recommend using three light objects, and here’s a short cut. Right click on the first light object you made. Click on “Create Copy of this Object” and try moving that light object. You’ll notice you now have two light objects, both with light values 0.28 in the red, green, and blue boxes. Now, in order to make your second light source work, you must change the AIMode to 2. Leave the first light object alone, just change the second one to AIMode 2. Now, if you test your map you will notice the light beam is even brighter. Why? Because they are both pointing at the same angle. You need to change the light angle if you want a more “appropriate” look. In order to do this, select your second light object. Look on the bottom menu bar for “Angle.” In the text box next to it, change the value from 0.0000… to 120. Now, if you want a third light source, repeat the above procedure, except this time change the AIMode to 3 and the angle to 240. Now you should have some decent lighting on all of your objects.

13. Fixing the Spaces between Walls
If you test your map right now, you’ll see two bases with proper lighting. But what else? The spaces between your walls lack the mountains you normally see in a regular map. How to fix this? Well, with Giants Edit 5.3 there is only one way: by hand.* By using the elevation tool, you can create the mountains between the walls, however you will only be able to see if you placed the mountains correctly by launching your map. This is a very painful process, and requires you to switch back and force to verify your desired results. You can use the angle toolbox to rotate your base in the right direction if so desired. Note, you will only be able to see your hills if you have already done the automatic lighting step, #18 on page 4.

*Giants Edit 5.4 displays the skeletons of objects, so you'll have an easier time if use that version for this part.

14. Adding Objects
Select the objects button, the last one of the left menu bar. Right click > Create Object from List >Generic Object. To see all the possible objects you can add, look at the objects html file in your Giants Edit directory.. something like this: C:\Program Files\GiantsEdit\objlist.html.

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