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.