The Attributes Dialog
If you are editing the attributes of a selection the title bar will show the top left and
bottom right corners of the selection and the current height you are editing. The five
squares show the textures on the various sides of the cubes. If the cubes in the selection
have different textures on a side, that side will be hatched out. Similarly, if any of the
controls are greyed out then some of the cubes in the selection have that attribute, but
not all. Only attributes you change will be written to the map when you click on OK.
- Cube Type
Your character is affected by the blocks he walks into, not the blocks he is above. You should remember this when
setting things such as roads, water and pavements up.
- No floor
This is a attribute causes you to fall into the block below. For example if you have a road
beneath you you will appear to fall into the road.
- Water
This attribute causes you to drop and drown. It DOES NOT have to have a water texture below, but drowning in a
pavement may look slightly silly.
- Solid
This does exactly what is says - you can not walk through this block.
- Vehicle
States whether or not a vehicle may appear on this cube.
- Pavement
This is essentially for pedestrians. They will walk through these blocks, but not anywhere else, thus restricting them
to the paths. Obviously if you want them to wander aimlessly across the road then thats up to you...
- Player Only
Only the player may pass through this block. No cars or pedestrians may do so. Nothing will form in this block
either.
- Brightness
Set the brightness of the cube to a certain level. Useful for achieving shadow effects.
- Government Buildings
You can specify the cube to one of any of these buildings. You need at least one Police Station and one Hospital
in each map, to prevent it crashing when you get busted or die. There is a maximum of six for the map too.
- Vehicle Direction
You may set any, all or none of these values. If the vehicle attribute is set then these specify what directions
the generated vehicle may travel in.
- Transparent / Flat
Sets any black in the textures to be transparent and flattens the cube so that only the
North, West and Top sides have textures on. When this is checked, the textures set for
the South and West faces will appear as the inside of the North and East sides.
- Flip East & West
Mirrors the East and West textures along the vertical axis.
- Flip North & South
Mirrors the North and South textures along the vertical axis.
- Railway
It is a good idea to make sure that the rail you are laying is in a complete loop, otherwise trains will not
generate, no matter how many stations or trains you set.
- Rail
This turns the current cube into a piece of railway track. If you step on it you will fry, and vehicles will explode.
- Station
Set the cube to act as a station so trains stop at this point. This may only be set if the Rail box is checked.
- Trains
Set so a train is formed at this point. May only be set if the Station box is checked.
- Textures
To change a texture, click on it to bring up the window shown below.
If you are changing the top texture then textures such as roads, pavements and the like are available. If you
selected a side square then wall textures are available for your selection. Click on OK to choose the texture,
or cancel to discard the change.
- The height arrows
Each square on the GTA map is made up of a stack of cubes. There are 6 cubes in each stack. The road cube is usually at
height 1. The higher the value the higher 'up in the air' the cube you are defining is. So for tall buildings set the roof
at height 5, and the walls for each cube further down.
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