![]() ![]() This guide will not touch on prefabsĪs of the initial writing of this guide, we don’t have any tile maps made by the community (or by CA) for use in WH3, but we do have all the WH2 tile maps (and most of them seem to work!). ![]() It’s useful for making maps quickly as you will likely find with the CA-made prefabs. As the name implies, a tile map is an arrangement of multiple tiles.ģ.Ě “prefab” is a collection of objects that can be loaded in and selected as one entity. Lets get some terminology straight first:ġ.Ě “tile” is a section of terrain (of any size) that can be loaded as the playable map or as part of the outfield or vistaĢ.Ě “tile map” is the outfield (background outside the playable area) that gets loaded in game whenever you boot up a map. See below for an example of the file sizes present in my map “Road to Vaul’s Anvil” files related to procedurally generated objects are highlighted. This consists of the trees, grass, pebbles, etc that are generated depending on the texture channel being used in a particular area. Looking at the file sizes of the working_data files that are generated by Terry, it quickly becomes apparent that the largest contributor to map file size is various procedural generation data. WH3 Map Optimisation Guide File Size OptimizationĪs we continue to make more and more maps, I think one thing that will be critically important going forward is to manage file size. You can fidn the original tutorials and extra files like examples and templates HERE. So thankfully WakaWaka300 gave us some tutorials. This should give you more power, but will also be more complicated with initial set ups." It's the full-fat version of the tools that we use in house. Originally written by WakaWaka300 and posted by All is Dust Map Making in WH3ĬA said that and I quote "Terry is going to feel quite different. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |