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World Builder

Quick





RELIC ENTERTAINMENT
World Builder: Dawn of
War II
Quick How-To Guide

6/30/2009

Dawn of


World Builder: Dawn of War II
WORLD BUILDER ................................................................
INTRODUCTION ................................................................
USAGE ON VISTA ................................
RECOMMENDED SPECIFICATION ................................
COMMONLY USED TERMS ................................
CREATING YOUR FIRST MAP ................................
CAVEATS ................................................................
RUNNING YOUR FIRST MAP ................................
PACKAGING YOUR MAP(S) ................................
Creating an Archive Design File................................
Creating an Archive ................................
Running an Mod Archive ................................
Playing with Friends ................................
Adding Additional Maps to a Single Archive
TROUBLESHOOTING ................................
LOCALIZATION ................................................................
FEATURE AREAS ................................................................
TEXTURE TILE PAINTING EDITOR (F7) ................................
LIGHTING MODE ................................................................
ATMOSPHERE PROPERTIES ................................
Sunlight ................................................................
Fog ................................................................
TERRAIN PROPERTIES ................................
LIMITATIONS AND KNOWN ISSUES ................................
OBJECT PLACEMENT AND PATHFINDING CONSIDERATIONS
IMPASS ................................................................
WATER ................................................................
INCLUDED TOOLS ................................
ACKNOWLEDGEMENTS ................................

Relic Entertainment

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Adding Additional Maps to a Single Archive ................................................................................................
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ONSIDERATIONS ................................................................................................
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World Builder: Dawn of War II
World Builder
Introduction
This guide is a quick HOW-TO for using
describes how to make a simple map, create
recommended that everyone take a quick look at this document before attempting to use the map
editing tools, as it details minimum requirements for a valid map as well as some co
should be avoided. A simple map 4p_SmallDemo
be used as a quick reference to see how something works.
Usage on Vista
On Vista this behavior requires admin privilege so the World Buil
administrator. To start the WorldBuilder with admin privileges, right
select Run as administrator.
Recommended Specification
The World Builder runs at the highest visual quality by default.
Therefore, its recommended to use a machine that can run Dawn of War II at High to Ultra visual
settings. Lower specification machines will potentially render maps incorrectly.
Commonly Used Terms
Root or Root Folder Refers to the base path that the game is installed to by Steam. Ie. If Steam
has installed the game to C:
the Root Folder. In the document, paths are noted in the following manner:
<root>\GameAssets\Archives
Bake or Baking Refers to the process of taking raw assets from a tool and turning them into
assets that can be loaded by the game.
Dev Mode or Preview Mode
the game using loose files in the <root>
Mod Mode Refers to running the game with the
runs the game using the <root>
default retail archives.
Entity Refers to a game object. A building, a fern and a placed squad are all considered
entities.
[YourMapName] Refers to the name you choose for your map.
Relic Entertainment

Builder
using Dawn of War IIs map creation tools, the World
simple map, create an archive and outlines some common pitfalls. It is highly
recommended that everyone take a quick look at this document before attempting to use the map
minimum requirements for a valid map as well as some common pitfalls that
4p_SmallDemo has been included with the World Builder
be used as a quick reference to see how something works.
On Vista this behavior requires admin privilege so the World Builder will need to be run as an
administrator. To start the WorldBuilder with admin privileges, right-click on the WorldBuilder.exe and
Recommended Specification
The World Builder runs at the highest visual quality by default. There is no way to turn this down.
Therefore, its recommended to use a machine that can run Dawn of War II at High to Ultra visual
settings. Lower specification machines will potentially render maps incorrectly.

efers to the base path that the game is installed to by Steam. Ie. If Steam
C:\Program Files\Steam\SteamApps\common\dawn of war 2
the Root Folder. In the document, paths are noted in the following manner:
Archives.
Refers to the process of taking raw assets from a tool and turning them into
assets that can be loaded by the game.
Preview Mode Running the game with the dev command parameter. This runs
files in the <root>\GameAssets\Data folder as well as loading the archives.
Refers to running the game with the mod <modname> command parameter. This
<root>\GameAssets\Mods\<modname>.sga archive as well as the
Refers to a game object. A building, a fern and a placed squad are all considered
Refers to the name you choose for your map.

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the World Builder. It
common pitfalls. It is highly
recommended that everyone take a quick look at this document before attempting to use the map
mmon pitfalls that
has been included with the World Builder that can
der will need to be run as an
click on the WorldBuilder.exe and
There is no way to turn this down.
Therefore, its recommended to use a machine that can run Dawn of War II at High to Ultra visual
efers to the base path that the game is installed to by Steam. Ie. If Steam
dawn of war 2, this is
Refers to the process of taking raw assets from a tool and turning them into
dev command parameter. This runs
Data folder as well as loading the archives.
mod <modname> command parameter. This
<modname>.sga archive as well as the
Refers to a game object. A building, a fern and a placed squad are all considered

World Builder: Dawn of War II
Creating Your First Map
1. Run WorldBuilder.exe, and select File
2. Choose an appropriate size for the map, then press OK
a. By making the Terrain size larger than the Playable Area the outskirts of the map can be
made more aesthetically appealing.
b. FOR REFERENCE: A Dawn of War II 1 vs. 1 map never has a smaller playable area than
256 by 256, and a 3 vs. 3 map never larger than 512 by 512.
3. Name and Save the map
a. To Name the Map: Scenario
b. To Save the Map: File
<root>/Assets/Maps/PvP/
c. REMINDER: Save progress often. The editor crashes without warning.
Warning: The World Builder will save by default to
<root>/Assets/Maps/PvP folder they will not be baked to the correct location for the game.
4. Add starting positions to the map
a. Click the Object Placement icon, or press F2 on the keyboard.
b. In the Object list select the following: ebps
>starting_position_pvp_menu
c. Place two of these Objects into the map by right clicking on t
location.
i. World objects can be selected by left clicking on them, and they can be moved
by dragging them with the mouse.
5. Assign players to Starting positions
a. Select a starting position, in the Object menu, under Current change the
assignment from World to Player 1 and 2 respectively.
6. Add other gameplay objects
a. Victory Point: ebps
b. Power Point: ebps-
c. Requisition Point: ebps
d. Turrets: ebps->world_objects
i. Remember to assign any turrets to the same player as the base they are
defending is.
7. Save and Bake the Map: File
a. If the map was saved in t
makes the map ready to
Caveats
Consider the following when creating maps:
The World Builder will crash without warning. Save all progress often.
Relic Entertainment


Run WorldBuilder.exe, and select File -> New
appropriate size for the map, then press OK
By making the Terrain size larger than the Playable Area the outskirts of the map can be
made more aesthetically appealing.
FOR REFERENCE: A Dawn of War II 1 vs. 1 map never has a smaller playable area than
by 256, and a 3 vs. 3 map never larger than 512 by 512.
To Name the Map: Scenario->Scenario Properties, write name in Map Name field
To Save the Map: File->Save As and save to
<root>/Assets/Maps/PvP/[YourMapName].wb-scenario
ER: Save progress often. The editor crashes without warning.
The World Builder will save by default to <root>/Assets/Maps. If maps are not saved to the
folder they will not be baked to the correct location for the game.
starting positions to the map
Click the Object Placement icon, or press F2 on the keyboard.
In the Object list select the following: ebps->world_objects->gameplay
>starting_position_pvp_menu
Place two of these Objects into the map by right clicking on the desired player start
World objects can be selected by left clicking on them, and they can be moved
by dragging them with the mouse.
Assign players to Starting positions
Select a starting position, in the Object menu, under Current change the
assignment from World to Player 1 and 2 respectively.
Add other gameplay objects
: ebps->world_objects->gameplay->victory_point_pvp
->world_objects->gameplay->strategic_point_pvp
: ebps->world_objects->gameplay->strategic_point_requistion_pvp
>world_objects->gameplay->turret_position_pvp
Remember to assign any turrets to the same player as the base they are
defending is.
Save and Bake the Map: File->Save & Bake
If the map was saved in the proper location, it will be saved again, and Baked, which
makes the map ready to be played in-game.
Consider the following when creating maps:
The World Builder will crash without warning. Save all progress often.

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By making the Terrain size larger than the Playable Area the outskirts of the map can be
FOR REFERENCE: A Dawn of War II 1 vs. 1 map never has a smaller playable area than
>Scenario Properties, write name in Map Name field

. If maps are not saved to the

>gameplay-
he desired player start
World objects can be selected by left clicking on them, and they can be moved
Select a starting position, in the Object menu, under Current change the Player
>strategic_point_requistion_pvp
Remember to assign any turrets to the same player as the base they are
will be saved again, and Baked, which

World Builder: Dawn of War II
There are prototype and/or
stable. This means that some features might corrupt maps. It is recommended to backup work
regularly.
It is possible to create a map that will cause the game to crash. Preview maps that are in
progress frequently to ensure that the map has no elements that crash the game.
The World Builder is provided as is, and THQ and Relic does not support it.
Running Your First Map
Run the game with dev as a command line parameter. There are two ways to do
1. Add the parameter to a desktop shortcut (RECOMENDED)
a. In Steam, under the My Games tab, right click on Warhammer 40,000: Dawn of War II.
Select Properties, click the Create desktop shortcut button. On the desktop, right click
on the shortcut, select properties, and in the Target text field type
target path. Move the shortcut to any convenient location.
2. Add the parameter in Steam
a. Under the My Games tab, right click on Warhammer 40,000: Dawn of War II. Select
Properties, click the Set launch options button and write
Once the game is running with the command line parameter, navigate to Mulitplayer
>Private, and select a race. The newly created map will be in the Map drop down list. Choose
and play a game.
WARNING: To play maps with other players, the map has to be packaged. Unpackaged maps can be tested
against AI only.
Packaging Your Map(s)
The archive creation tool makes it easy to create map packs. Map archives are easier to sh
community, and ensure that everyone uses the same version of maps. Some minimal text edits are
required to archive maps.
Creating an Archive Design File
In order to create an archive of the new map, create a design file. An example is include
used as a reference and as a starting point. Browse to the
a copy of the 4p_SmallDemo.sga_design file in the same folder and rename it to
[YourMapName].sga_design.
Opening this new file in a text editor will reveal an XML file. There are three things to change in this file:
1. In the Archive element (first line) adjust the attributes to the new name.
2. Adjust the root path to mirror your local machine
3. Change 4p_SmallDemo.sga to [YourMapName]
Relic Entertainment

There are prototype and/or legacy features present that are not used and/or are no longer
stable. This means that some features might corrupt maps. It is recommended to backup work
It is possible to create a map that will cause the game to crash. Preview maps that are in
progress frequently to ensure that the map has no elements that crash the game.
The World Builder is provided as is, and THQ and Relic does not support it.

dev as a command line parameter. There are two ways to do this:
Add the parameter to a desktop shortcut (RECOMENDED)
In Steam, under the My Games tab, right click on Warhammer 40,000: Dawn of War II.
Select Properties, click the Create desktop shortcut button. On the desktop, right click
elect properties, and in the Target text field type dev after the
target path. Move the shortcut to any convenient location.
Add the parameter in Steam
Under the My Games tab, right click on Warhammer 40,000: Dawn of War II. Select
the Set launch options button and write dev in the text field.
Once the game is running with the command line parameter, navigate to Mulitplayer->Custom Games
>Private, and select a race. The newly created map will be in the Map drop down list. Choose
To play maps with other players, the map has to be packaged. Unpackaged maps can be tested
The archive creation tool makes it easy to create map packs. Map archives are easier to sh
community, and ensure that everyone uses the same version of maps. Some minimal text edits are
Creating an Archive Design File
In order to create an archive of the new map, create a design file. An example is include
used as a reference and as a starting point. Browse to the <root>\Assets\ArchiveDesign
a copy of the 4p_SmallDemo.sga_design file in the same folder and rename it to
editor will reveal an XML file. There are three things to change in this file:
In the Archive element (first line) adjust the attributes to the new name.
mirror your local machine
Change 4p_SmallDemo.sga to [YourMapName]

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legacy features present that are not used and/or are no longer
stable. This means that some features might corrupt maps. It is recommended to backup work
It is possible to create a map that will cause the game to crash. Preview maps that are in
progress frequently to ensure that the map has no elements that crash the game.

In Steam, under the My Games tab, right click on Warhammer 40,000: Dawn of War II.
Select Properties, click the Create desktop shortcut button. On the desktop, right click
dev after the
Under the My Games tab, right click on Warhammer 40,000: Dawn of War II. Select
dev in the text field.
>Custom Games-
>Private, and select a race. The newly created map will be in the Map drop down list. Choose the map
To play maps with other players, the map has to be packaged. Unpackaged maps can be tested
The archive creation tool makes it easy to create map packs. Map archives are easier to share with the
community, and ensure that everyone uses the same version of maps. Some minimal text edits are
In order to create an archive of the new map, create a design file. An example is included, which can be
ArchiveDesign folder and make
editor will reveal an XML file. There are three things to change in this file:

World Builder: Dawn of War II
<Archive Name="[YourMapName]
DefaultRoot="<root>\GameAssets" ArchiveFile="Mods
WARNING: In the above, <root> will be the full path on your local drive. Ie. DefaultRoot=
Files\Steam\SteamApps\common\dawn
Creating an Archive
Browse to <root>\Tools\Bin and open CreateArchive.bat in a text editor. Modify the following:
Archive.exe -c -r ..
..\..\Assets\ArchiveDesign
WB\Root\GameAssets\
The C:\DOW2-WB\Root must be replaced with the equivalent
done, save and close this file.
From a command prompt (DOS Box) or Start
<root>\Tools\Bin\CreateArchive.bat [YourMapName]
A new file is created in <root>\GameAssets
in <root>\Tools\Bin called [YourMapName]
WARNING: You need to run the .bat file from a command line. The .bat file does not run if
WARNING: This archive design file will package up all files in the
the archive file. You should clear out test maps that you do not to package.
Running an Mod Archive
Create another shortcut to the game executable, and add
in same was as for the preview mode and
<root>\GameAssets\Mods\[YourMapName].sga
Custom Multiplayer.
Playing with Friends
For friends to be able to play the game, they need to save the archive in the same location, and run the
game with the same mod command.
Adding Additional Maps to a Single Archive
A single archive can hold any number of maps. However, make sure that no incomplete maps or test
maps are in the <root>\GameAssets
first, then Save and Bake your map(s) selection in the World Buil
Troubleshooting
Problem: The map does not appear in the dropdown list.
o Solution: Ensure that the map was saved to <root>
map files located in <root>
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[YourMapName]" DefaultCompression="Buffer"
GameAssets" ArchiveFile="Mods\[YourMapName]
In the above, <root> will be the full path on your local drive. Ie. DefaultRoot= C:
dawn of war 2\GameAssets.
and open CreateArchive.bat in a text editor. Modify the following:
r ..\..\GAMEASSETS\ -cf
ArchiveDesign\%1.sga_design -a C:\DOW2-
\Mods\%1.sga -log %1.log
Root must be replaced with the equivalent <root> for your local drive. Once that is
DOS Box) or Start->Run, execute:
at [YourMapName].
GameAssets\Mods called [YourMapName].sga. A log file is also created
[YourMapName].log.
You need to run the .bat file from a command line. The .bat file does not run if you double click it.
This archive design file will package up all files in the <root>\GameAssets\Data\Maps
the archive file. You should clear out test maps that you do not to package.
Create another shortcut to the game executable, and add mod [YourMapName] to the command line
in same was as for the preview mode and -dev. Running the game with this mod will load the
[YourMapName].sga archive and the map will be available to play for
For friends to be able to play the game, they need to save the archive in the same location, and run the
command.
Adding Additional Maps to a Single Archive
archive can hold any number of maps. However, make sure that no incomplete maps or test
GameAssets\Data\Maps folder, before creating the archive. Clean this folder out
first, then Save and Bake your map(s) selection in the World Builder and create a new Map Pack.
: The map does not appear in the dropdown list.
: Ensure that the map was saved to <root>\Assets\Maps\PvP and that there are
map files located in <root>\GameAssets\Data\Maps\PVP.

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[YourMapName].sga">
C:\Program
and open CreateArchive.bat in a text editor. Modify the following:
for your local drive. Once that is
. A log file is also created
you double click it.
Maps folder into
mod [YourMapName] to the command line
dev. Running the game with this mod will load the
be available to play for
For friends to be able to play the game, they need to save the archive in the same location, and run the
archive can hold any number of maps. However, make sure that no incomplete maps or test
folder, before creating the archive. Clean this folder out
der and create a new Map Pack.
PvP and that there are

World Builder: Dawn of War II
o Solution: Ensure that you are running the game with the
Problem: The player slots are non
o Solution: Ensure that there are an even number of starting positions and that each is
assigned a unique player number
Localization
The World Builder interface is in English only. However, it uses localized speech archives. Users that are
not using the English version of the game will need to open <root>
modify the Locale setting in the [global] section. Depending on what locale the game is running, set this
to be one of: french, german, russian, spanish, italian, czech, tchinese, polish, or hungarian. To find out
which locale the game is running, <root>/GameAssets/Locale
the name of that folder is the current locale.
WARNING: If you do not do this, the World Builder will crash when maps are opened.
WARNING: The <root>/dev_pipeline.ini file will likely be over
you will need to reset this locale setting.
Feature Areas
This section focuses on some functional areas that are potentially confusing
Texture Tile Painting Editor (F7)
This panel contains textures that can be painted on a map
World Builder requires a combination of two textures to be
used to create what is called a layer. These two textures
consist of a ground and a cliff texture and are processed int
combined texture file. Unfortunately, this processing
mechanism is not included in this version of the
However, all the existing texture packages that ship with the
game are available for use.
Therefore, users are restricted to using opt
available in the Existing Layers section, and new layer combinations
WARNING: If a new layer combination is created, the end result will be pink texture missing textures in the
game.
Lighting Mode
Selecting the Lighting Mode button
additional light sources to the map. This feature can be used to lighten up a section of t
add high-lighting.
Relic Entertainment

e that you are running the game with the dev option.
: The player slots are non-existent or that there are an odd number of them.
: Ensure that there are an even number of starting positions and that each is
assigned a unique player number in the World Builder.
The World Builder interface is in English only. However, it uses localized speech archives. Users that are
not using the English version of the game will need to open <root>/dev_pipeline.ini in a text editor and
modify the Locale setting in the [global] section. Depending on what locale the game is running, set this
to be one of: french, german, russian, spanish, italian, czech, tchinese, polish, or hungarian. To find out
<root>/GameAssets/Locale contains a folder with the speech archives;
the name of that folder is the current locale.
If you do not do this, the World Builder will crash when maps are opened.
peline.ini file will likely be over-written in a future patch. If the game
you will need to reset this locale setting.
on some functional areas that are potentially confusing to users.
Editor (F7)
This panel contains textures that can be painted on a map. The
World Builder requires a combination of two textures to be
used to create what is called a layer. These two textures
consist of a ground and a cliff texture and are processed into a
combined texture file. Unfortunately, this processing
is not included in this version of the World Builder.
However, all the existing texture packages that ship with the
to using options that are
available in the Existing Layers section, and new layer combinations cannot be created
If a new layer combination is created, the end result will be pink texture missing textures in the
Mode button activates lighting mode. This is how the map artists can add
additional light sources to the map. This feature can be used to lighten up a section of t

Page 7

existent or that there are an odd number of them.
: Ensure that there are an even number of starting positions and that each is
The World Builder interface is in English only. However, it uses localized speech archives. Users that are
/dev_pipeline.ini in a text editor and
modify the Locale setting in the [global] section. Depending on what locale the game is running, set this
to be one of: french, german, russian, spanish, italian, czech, tchinese, polish, or hungarian. To find out
contains a folder with the speech archives;
written in a future patch. If the game is patched,

.
If a new layer combination is created, the end result will be pink texture missing textures in the
lighting mode. This is how the map artists can add
additional light sources to the map. This feature can be used to lighten up a section of the map, or to

World Builder: Dawn of War II
Open up the two sections of the dialog by clicking on
the Lighting and Light Object heading on the
To add a light, just right click on the map. This light can
then be moved around like any other object. Clicking
and dragging it moves it around in the X
Holding the H key down allows it to m
axis. The size and color of the object can be set in the
Light Object section.
In order to test color changes quickly, select a number
of environment probes (these are the little black boxes
that form a grid on the map), and run a Quick bak
lighting from the Lighting section. For
the same manner as lights. This will give an idea how the lights will look in their immediate vicinity.
Once satisfied with how they look, be sure to
the light map to your map files.
WARNING: If the map in game does not look as good
lighting.
Atmosphere Properties
From the menu, select Scenario->Atmosphere Properties to bring up the Atmosphere Properties dialog.
This is where a number of very important global settings are configured. Once the settings are set to
satisfaction, this file should be saved to
Sunlight
This is where the color intensity and position of the sunlight
very general light scheme for a map. This
bright desert scene or a polluted Hive city be very distinct
Fog
This is where fog on a map is configured and
consistent with the lighting and environment of the map.
WARNING: Does the Fog of War look really terrible
of the Fog on the map to make it look better.
Terrain Properties
From the menu, select Scenario->Terrain Properties to bring up the Terrain Properties dialog. This is
where the Giant Shadow type is set, as well as setting the appearance of water on the map.
Limitations and Known Issues
The World Builder has a number of limitations and known issues
Relic Entertainment

Open up the two sections of the dialog by clicking on
e Lighting and Light Object heading on the right panel.
a light, just right click on the map. This light can
then be moved around like any other object. Clicking
it around in the X-Y plane.
it to move along the Z-
of the object can be set in the
changes quickly, select a number
probes (these are the little black boxes
that form a grid on the map), and run a Quick bake
For additional environment probes, these can be added to the map in
the same manner as lights. This will give an idea how the lights will look in their immediate vicinity.
Once satisfied with how they look, be sure to run a Bake Lighting, this is a longer process that will add
If the map in game does not look as good, or the lighting seems to be wrong, remember to Bake
>Atmosphere Properties to bring up the Atmosphere Properties dialog.
This is where a number of very important global settings are configured. Once the settings are set to
satisfaction, this file should be saved to <root>\Assets\Maps\Atmospheres.
intensity and position of the sunlight is configured. It allows map artist
very general light scheme for a map. This can be modified in different ways to make deep jungle maps, a
Hive city be very distinct in terms of lighting.
configured and implemented. Be sure to make the fog look
consistent with the lighting and environment of the map.
Does the Fog of War look really terrible on your newly created map? You should adjust the settings
of the Fog on the map to make it look better.
>Terrain Properties to bring up the Terrain Properties dialog. This is
set, as well as setting the appearance of water on the map.
Limitations and Known Issues
The World Builder has a number of limitations and known issues. Below are some of those.

Page 8
additional environment probes, these can be added to the map in
the same manner as lights. This will give an idea how the lights will look in their immediate vicinity.
run a Bake Lighting, this is a longer process that will add
remember to Bake
>Atmosphere Properties to bring up the Atmosphere Properties dialog.
This is where a number of very important global settings are configured. Once the settings are set to
allows map artists to set a
make deep jungle maps, a
look visualy
on your newly created map? You should adjust the settings
>Terrain Properties to bring up the Terrain Properties dialog. This is
set, as well as setting the appearance of water on the map.
Below are some of those.

World Builder: Dawn of War II
Object Placement and Pathfinding Considerations
Dawn of War II pathfinding algorithms essentially
operate on sector maps being created on the map.
These sectors are made visible, by selecting Overlay
>Draw Overlay Map->Draw Sector map.
be no more than 40,000 of these sectors on a map.
While adding buildings to the map, regenerate the
pathfinding by selecting Overlay->Regenerate All
Pathfinding (Shift-F5). The effect is displayed on the
sector map.
No entity can cover more than approximately 200
sectors. So if too many entities are placed
will occur in the map. The new map,
used as a guideline for how much density
WARNING: If the World Builder crashes when
limitations.
WARNING: Does the custom map seem
more than others? Remember that game play actions can affec
construction (ie. Turrets) may have pushed a close to
Impass
After rebuilding the pathfinding for a map, view the
Impass overlay in the same manner as the Sector map.
Red and orange squares are impass
pass type. Red squares are terrain that is impassible due
to terrain or entities. Orange sector are user painted
impasses using the Impass Map Editor. It is a good idea
to ensure that important areas are not blocked off, or
that there are not too many overly
as these areas will have a negative impact on
pathfinding.
Furthermore, be careful with bridges. B
impass on the edges in order to keep units fr
of crevasses or gaps impassable as it will keep from having jump units leap into them.
WARNING: If you use a long bridge to cross a narrow gap, the impass of the long bridge still applies and yo
see unexpected pathing behavior around the bridge entrance. Check the impass map to see what is happening..
WARNING: If you find that you cannot path over a bridge, did you paint the bottom of the gap immediately
below the bridge to be impassable?
Relic Entertainment

Object Placement and Pathfinding Considerations
algorithms essentially
operate on sector maps being created on the map.
made visible, by selecting Overlay-
>Draw Sector map. There should
of these sectors on a map.
p, regenerate the
>Regenerate All
. The effect is displayed on the
can cover more than approximately 200
are placed on top or in close proximity to one larger object,
The new map, (4p) Medean Cliff Mines contains a large ground fan that
as a guideline for how much density can be used around a large object.
If the World Builder crashes when attempt to save a map, you may have broken th
Does the custom map seem to crash the game when you are playing in a particular area of the map
Remember that game play actions can affect pathfinding, so building destruction or
construction (ie. Turrets) may have pushed a close to the limit area, over the limit.
the pathfinding for a map, view the
Impass overlay in the same manner as the Sector map.
Red and orange squares are impassable for the current
pass type. Red squares are terrain that is impassible due
to terrain or entities. Orange sector are user painted
using the Impass Map Editor. It is a good idea
to ensure that important areas are not blocked off, or
narrow choke points
have a negative impact on the
dges. Bridges are passable with the exception of a very narrow strip of
impass on the edges in order to keep units from falling off the edge. It is advisable to paint the bottom
of crevasses or gaps impassable as it will keep from having jump units leap into them.
If you use a long bridge to cross a narrow gap, the impass of the long bridge still applies and yo
see unexpected pathing behavior around the bridge entrance. Check the impass map to see what is happening..
If you find that you cannot path over a bridge, did you paint the bottom of the gap immediately

Page 9
o one larger object, some issues
contains a large ground fan that can be
attempt to save a map, you may have broken this pathfinding
to crash the game when you are playing in a particular area of the map
uilding destruction or
ridges are passable with the exception of a very narrow strip of
om falling off the edge. It is advisable to paint the bottom

If you use a long bridge to cross a narrow gap, the impass of the long bridge still applies and you will
see unexpected pathing behavior around the bridge entrance. Check the impass map to see what is happening..
If you find that you cannot path over a bridge, did you paint the bottom of the gap immediately

World Builder: Dawn of War II
WARNING: In the grim darkness of the 41
WARNING: You may need to smooth out your terrain if you find there are lots of impassable areas after using
the Terrain Height Editor.
WARNING: Water areas become impassable at 50
Water
The water editor does occasionally
game. If something does not look correct or looks like clipping, check in the game first.
Water objects are fairly performance
Included Tools
<root>/Tools/Bin/Archive.exe
<root>/Tools/Bin/Bake.exe
<root>/Tools/Bin/CreatArchive.bat
<root>/Tools/Foreign/nvdxt.exe
<root>/WorldBuilder.exe
<root>/dev_pipeline.ini
There are additional files that can be located in:
<root>/Tools/ToolsData
<root>/Assets
<root>/GameAssets/Mods
Acknowledgements
Relic thanks NVIDIA for permitting the inclusion of
Relic Entertainment

the grim darkness of the 41
st
millennium, stairways are bridges.
You may need to smooth out your terrain if you find there are lots of impassable areas after using
mpassable at 50 cm, or 0.5 meter.
occasionally displays water in the World Builder differently than water in the
. If something does not look correct or looks like clipping, check in the game first.
performance expensive items, and only one should be used per map
<root>/Tools/Bin/Archive.exe
<root>/Tools/Bin/Bake.exe
<root>/Tools/Bin/CreatArchive.bat
<root>/Tools/Foreign/nvdxt.exe
files that can be located in:

permitting the inclusion of their Texture Conversion Tool with the World Builder

Page 10
You may need to smooth out your terrain if you find there are lots of impassable areas after using
displays water in the World Builder differently than water in the
. If something does not look correct or looks like clipping, check in the game first.
only one should be used per map.
the World Builder.

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