![]() In the Scenario Tree, Right Click on Water Tiles and select +Add.To create a new custom Water Tile, perform the following steps: This section covers how to change the appearance of your water after a Flood Marker has been placed.īefore using a Water Tile as a brush, you must first create it. Water Tiles are used as brushes and control all aspects of how water appears, including its colour, texture, flow speed, foam, and depth. The appearance of water is controlled by Water Tiles. Height and Width: lists the size of the map. Visible: simply hides the marker, not the water itself.Ĭell Size: defaults to 1 (cannot be edited) Locked: locks all the the markers you may have on a map The Water Height entity has a set of unique properties, detailed below. The Y value (middle number) can be used to raise or lower the water level. Position: the position of the water flood marker in X, Y, and Z. With normal gravity, leave these values as 0/1/0. Normal: tells the water which way to fill. Note this will not hide the water itself. Locked: locks the individual markers selected so it can't be moved. The Flood Marker entity has a set of unique properties, detailed below. You can then move it and manipulate the marker in the same ways outlined above. To add a flood marker this way, go to the Scenario Tree, Right- Click on Water Height Map and select +Add.Ī new Flood Marker will appear in the middle of the render view window on the surface of your map. You can also spawn flood markers using the Scenario Tree. Method 2: Place Flood Marker using Scenario Tree You can also use the flood marker's Transform controls to move the Position value up or down, which controls the level of the water. Once the water marker is placed, you can use the transformation controls to move the marker. The marker will then fill the area you placed it in with water. To use this method to spawn water, go to the Object Browser and drag a Water Flood Marker into the render view. Using the Object Browser is the main, "default" way to add water to a map, and the method you will most often use. Method 1: Place Flood Marker using Object Browser Use whichever method detailed is most convenient for you. Once you have created an area for your water to fill, you will need to add a Flood Marker to your map to fill this depression. Water fills the terrain from the lowest point to the highest point, so you can use the Heightfield controls to dig holes, pits, ravines, trenches, ditches, and similar terrain features for the water to fill.Īlternatively, you can use a Spline to dig a trench, stream, ditch, or river. ![]() ![]() ![]() When placed, this marker will spawn water at its location, the height of which can be manipulated. Water is added to a map using an entity called a Flood Marker. Selecting one will populate the Properties panel and Painter tool with content for the selected tool.Īlternatively, you can also find these tools in the Scenario Tree under Terrain, labelled Water Flow Map, Water Height Map and Water Tiles The water tools appear together in the top tool bar. Water Tiles are sets of water textures that control the type of water and its general appearance, including aspects such as colour, depth, foam type, and flow speed.Water Flow Map is used to paint surface textures on the water such as flow and foam.Water Height Map is used to edit the mesh or 'height' of water, determining where water appears.Water Height Map, Water Flow Map, and Water Tiles. There are three main tools that are used to add and manipulate water in Age of Empires IV: This guide covers how to add water to your map, including adding ripples, flow, and other visual elements to it. It creates streams, rivers, lakes, and oceans that divide the map, create chokepoints, and add aesthetic beauty to the environment. Water is an essential part of almost any Age of Empires IV map. ![]()
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