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This tutorial covers the basics of Battlecraft Vietnam use but does not address some of the more advanced
tools. For use of those, please refer to the manual. This tutorial was created for Battlecraft 1942, but is
still valid for Battlefield Vietnam.
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CONTROL POINTS
SOLDIER SPAWN POINTS
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Introduction:
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This guide to level creation is intended for the novice user. Of course, there are probably
some tips and tricks in here that could benefit even an experienced user of Battlecraft.
NOTE - to make tips easier to spot, all tips and tricks will be italicized and off to the
right side:
Like so.
I have done my best to be completely consistent in my use of terminology; all tools will
be referred to using their tooltip name, and all tools referred to will be in Bold. I am not
going to be explaining exactly how to use tools in this guide; for a complete explanation
of all tools and their functions, read the Battlecraft Vietnam Users Manual.
level by clicking on Tools and selecting Random Terrain Generator from the drop
down menu.
Choosing Cancel
From The Random
Map Generation
Menu Doesnt Cancel
the level creation, it
just cancels the
random terrain. So, a
new, flat map is
created with all the
other settings in
place.
When Battlecraft Vietnam first opens a level or creates a new level, the camera
defaults to Camera FlyMode. There are two other camera modes; Camera On Terrain
Mode, which snaps the camera horizontal with the surface of the map, and Camera TopDown Mode, which provides a birds-eye view of the map. The keyboard shortcuts for
these modes are O, for Camera on Terrain Mode; I, for Camera Fly Mode; and P, for Top
Down Mode. To move the camera around, use the arrow keys or W-forward, A-left, Sback, D- right. In order to rotate the camera, hold down the right mouse button and move
the mouse. In order to zoom in and out when in Camera Top-Down Mode, hold down
the right mouse button and move the mouse up and down.
Ingeneralwehavefoundthatforthebeginningofamap,usingthePoint
ManipulationToolinconjunctionwiththeSmoothingToolisthebestwaytocreate
hillsandvalleys.TheFlattenToolisthebestwaytocreatelevelareasforbases,butis
alsothebestwaytocreateriversandroads.TheRaisingToolandCarving(lowering)
Tool,whilenotaseffectiveorpreciseasthePointManipulationTool,canbeagood
wayofmakingrealisticlookinghills.Finally,theRoadToolisalsoagoodtoolfor,er,
creatingroadsthoughonlyiftheterrainisnttoosteeptostart.Incaseyoujustcant
takethetimetoreadthemanualbecauseyouresogoshdarnedexcitedaboutmakinga
level,heresabriefoverview.
The terrain editing tools are always available through the keyboard shortcuts.
Using any of these tool shortcuts will also change Battlecraft Vietnam into Terrain
Mapper mode. The shortcuts are detailed at the end of this section. Once in Terrain
Mapper mode, the shortcut icons for all the tools are available.
Readingfromlefttoright,thesebuttonsthePointManipulationTool,thePointAuto
Smoothingtoggle,thesizemodifierfortheautosmoothing,Carve(Lower)Terrain,
RaiseTerrain,SmoothingTool,FlattenTool,Roadtool,andtoolsizemodifier.The
sliderbarontherightistheintensitymodifier,whichmodifieshowquicklyterrainwithin
theareaofeffectisaffectedbythetool.
Quickly creating playable terrain:
ThePointManipulationToolisoneofthetrickiertoolstomaster,butquite
useful.Basically,youclickonvariouspoints(theintersectionsofthegridlinesin
wireframeview)andadjusttheirheightbyeitherpressingplusandminusorby
holdingtheshiftkeyandmovingthemouseupanddown.Holdingdownthe
CTRLkeyallowsyoutopaintcontrolpointswhereveryoudragthemouse
usefulforwhenyouwanttocoveralargeareaquickly.Afteryoudothisto
roughlymapouthighandlowterrain,youshouldswitchtotheSmoothingTool
(keyboardshortcutB)tosmoothoutdesiredareas.
TheFlatteningToolshouldthenbeusedtocreatelevelareasforbuildings,bases,and
vehicles.Touseit(keyboardshortcutN),placethemouseonapieceofterrainatthe
heightyouwishtomakealevelarea.Presscontrolandclickonterrainwiththedesired
height.(thesquarewillturndarkbluewhilectrlisheld.)Afterwards,whereveryouclick
willbeleveledtothatselectedheight.Thisisalsoagoodwayofcreatingroads.
Keepinmindthefollowing:
Unsmoothedterrain
causesproblemsin
gameitmaycause
soldiersandvehicles
passingoverittotake
damage,aswellas
causingproblemsfor
soldiersattemptingto
crouchorgoprone
onit.
TheWireframeor
TexturedWireframe
Viewisthebestviews
tousewhen
modifyingterrain.
UseJandL,
respectively,togetto
theseviews.
Youcanusethe
numbers19to
changethesizeofany
oftheterrain
modificationtools.
Youcanchangethe
intensity(thespeedat
whichthetool
operates)withShift+
10
The following
shortcuts change
which tool is being
used: C carve. Vraise. B- smooth. N
Flatten. Mroad
tool. Xtoggle autosmoothing.
You can undo an
action by pressing
ctrl+Z. This will work
in all Mapper Modes
except Surface Map
Painter. There is No
Redo
The first step in placing objects is to add the objects to your object cachethis is
a list of objects in the level tree that represents all the types of objects currently placed in
the level, as well as all the types of objects that you have added during your current
session. The object browser is the tool you use in order to add objects to the cache.
Once you have objects in your cache, placing them on the map is simple. You just click
on the specific object and drag it onto where you want to place it on the map. The icon of
the mouse will change to a stylized house as this goes on. Once the object is placed on
the map, it is also added to the Static Objects list in the level tree. In addition, it will be
permanently added to the Cached Objects listif you cache objects but dont place them,
they will be cleared when you open or create a new level.
Manipulating Objects Once Theyre Placed
Battlecraft Vietnam contains a very large number of tools to allow you to modify objects
once theyve been placed. As well as being able to move objects, they can also be rotated
along all three axes, raised and lowered, and snapped to the ground. Refer to the
appropriate section in the manual, 8.G, to learn how to use these thoroughlyor just read
the brief summaries below and poke around with them. The main thing to remember is
that, like the terrain manipulation tools, moving the mouse up and down while holding
shift is normally the default method for manipulation.
From left to right starting from the white arrow icon, these tools are the Selection Tool
(spacebar to deselect all, hold down control to select multiple objects) Translation Tool
(to move objectsclick on this, then click on where you want the object to go)
Raise/Lower Object (remember that if you have Snap Objects To Ground enabled, you
will not be able to lower anything into the ground) Rotate X, Rotate Y, Rotate Z, Nudge
Tool, Snap Objects To Ground Toggle, Lock Selected Object, Unlock Selected
Object, Lock All Objects, and Unlock All Objects.
Once objects are placed, they can be copied and pasted. This is the easiest way to create
forests, large-scale cities, etc. In order to use copy and paste, simply hold down the
control key while clicking multiple objects. Once youve got all of the desired objects
selected, either select copy from the menu or hit keyboard shortcut CTRL+C. Then
press CTRL+V and click where you want to place the objects.
Any new Battlecraft Vietnam map starts out with two main bases (un-capturable bases);
One for each side. In order to place control points, you must drag from Drag new
control point to the map, just like dragging an object from Cached Objects to the map.
Once youve done this, a new control point will be placed on the map. Control points
start out with default valuesfor modifying values, refer to section 9.D of the Guide.
The one value you probably will want to change is area valuesee the tip below. In
order to bring up the Edit Control Point screen, double-click the control point, either in
the viewer or in the Level Tree. See the Tip below for how to set area value to enable
ticket bleed.
The most important thing to remember is
that Area Value governs ticket bleed on
maps (where when one side holds certain
control points, the other team begins to lose
tickets steadily). In order for this to work
correctly, the total Area Value of the points
controlled by one team must equal or exceed
100.
Also very important: You cant have more
than 7 control points in any map. 8 or more
control points will make Battlefield
Vietnam unable to launch.
The new control points will automatically be
assigned to the base that it is closest to (Axis
or Allied) unless otherwise changed in the
Edit Control Point screen.
In order to place soldier spawn points, you must drag from Drag new soldier
spawn to the map, just like dragging an object from Cached Objects to the map. A
new soldier spawn will appear, and automatically be attached to the closest spawn point.
The soldier spawn has values that can be modified, just like a control point. To modify
the values of the soldier spawn, refer to section 9.E of the Guide. In order to bring up the
Edit Soldier Spawn menu, just like with control points, double-click on the spawn point,
either in the viewer or in the Level Tree. You can put as many soldier spawns as you
want on your level, up to 1048. Spawn points can be manipulated just like objects
rotated, lifted up or down, moved, etc. NOTE: Soldier spawns will automatically be
assigned to the control point closest to it.
Theres one little important binary value in the soldier spawn edit screen. And thats
SpawnAsParaTrooper. If you raise the soldier spawn off the ground, conventional wisdom
dictates that you put a 1 in this field so that the soldiers spawning in the air will auto-deploy
their parachutes. However, if you want to leave it up to the soldiers to do soI personally prefer
to pull my chute when Im an inch away from the groundthen leave it at 0, and soldiers will
spawn in the air, falling.
For detailed information about the various modifiable aspects of spawn points,
refer to the Guide, section 9.f. However, if you just want to create some quick object
spawns for your level, heres how:
Step 1: Click Add Template from the level tree, under Object Spawns. This will bring
up the Edit Object Spawn Template.
The only really important values here, if youre in a hurry, are team 1 object
and team 2 object. This determines what vehicle spawns when a certain team owns the
spawn point. So, if team 1 is the Germans and Team 2 is the US, and you want to make a
light tank spawn template, change team 1 object to PanzerIV and team 2 object to
Sherman. After the template has been created, you can use it to create as many object
spawns as you wantjust drag it from the level tree and drop it on the map.
The other thing you have to decide about your object spawn is whether or not a
control point will govern it. In other words, do you want the objects to just spawn all the
time, or to spawn only when a certain control point is held? If you want to associate the
spawn point with a control point, you have to change the OsID value in the edit Object
Spawn menu. (In order to access the Edit Object Spawn Menu, simply double-click on
either the object spawn point itself or the listing for the individual object spawn in the
Level Tree) Once in the Edit Object Spawn Menu, the OsID is a dropdown menujust
change the OsID to the name of the control point you want to associate the spawn point
with. NOTE: If this value isnt changed, the object will be assigned to the control point
closest to it.
After that, pick your terrain type from the drop-down menu (the one reading default
here) change your brush size with the number next to the paintbrush, and paint away.
Switch between surface views of your materials by clicking the little orange scroll to the
right of the drop-down material chooser.
texture looks by
making the texture
darker, or lighter, or
changing the color,
etc. For more on this,
refer to section 8.H in
the Guide.
Generating Surface Maps
Okay, so youve got everything on your level like you want it: Now you should generate
your surface maps. To do that, click on Surface Map Assignments, the grid-like
shortcut button in the middle of the toolbar. Choose default and press okay, or select
(by clicking on) only those squares you wish to be have the terrain rendered on. Then go
to Tools > Generate Surface Maps and press okay. This process will take awhile.
Generate Terrain Shadows
In order to generate Terrain Shadows, you use a tool found in the same drop-down menu
as Generate Surface Maps. Select Tools > Generate Terrain Shadows, select Select
all and press okay, or select just the squares you want shadows generated on. After this
process is finished, select okay to the question Do you want to merge terrain
lightmaps?
Generating Object Lightmaps
In order to do this, make sure that you have the files from the samples folder unzipped and in a
new folder named StandardMesh in the Battlefield Vietnam root directory. Then, select Tools >
Generate Object Lightmaps. This process will take longer the more objects you have in the
level.