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Battle Realms - WorldMaster
Battle Realms - WorldMaster
WorldMaster Help
General Controls
Moving the camera
Moving/Panning
Mouse
Keyboard
Note: Scroll Speed may be adjusted in the Edit menu under Program Options.
Zooming In and Out
Mouse
Ctrl + Right click + Drag mouse up or down
Keyboard
Ctrl + Up/Down Arrow Keys
Tilt Camera
Mouse
Keyboard
Rotate Camera
Mouse
Keyboard
Keyboard Shortcuts
Ctrl + Z
Getting Started
The Tools
General Tools
History
The Battle Realms WorldMaster features a Photoshop-like History feature,
brought up with the H key or the Edit menu. This feature tracks every map
change as a separate entry, allowing the user to undo and redo every action
done during that program session. Note that non-volatile tools, such as Select
Vertices, do not store undo/redo information in the History. The History list has
a maximum number of entries coupled with a maximum size of memory that it
may take up. Once either of these limits is reached, the oldest history is lost.
Brush Settings
Many of the WorldMaster tools involve using a brush to paint a specific attribute
onto the terrain. The brushes used for these tools can be customized to suit your
needs.
To change the attributes of a brush
Right click on the brush you wish to edit and select Options from the menu.
Different tools use different attributes of a brush while ignoring others. For
example, the Paint Texture Tool does not use the Softness, Strength, Falloff
or Smoothing Rate values stored in each brush. Experiment with these values
to suit your specific needs.
Brush Options
Constrain Proportions
When toggled, the brushs width and height will always share the same value.
Brush Width/Height
These numbers and sliders determine the height and width of the brush. Note
that all brushes are round, thus a brush with greater height than width will be a
tall oval, not a tall rectangle.
Opacity, Speed, Strength
This value determines how hardly the effect is used on terrain and how quickly
it will repeat when the mouse button is held down. For example, a brush with a
low Strength will apply the Paint Height tool slowly, raising or lowering the terrain
only a small amount with each click.
Softness
Every brush is gradated so that painted effects are smoother and more natural
looking. This value determines the end value of the brushs gradation. If you
wanted a very hard-edged brush, the Softness value would be 0.
Softness Falloff
This graph determines when the brush starts gradating towards the softness
setting set above. A straight line denotes a straight gradient. A convexly curved
line would denote a harder brush with little gradation on its edges, while a
concave line would denote a soft brush that is almost entirely gradated.
When using this graph, note the changes in the Brush Preview in the lower right
corner of the dialog.
Smoothing Rate
This value determines how much smoothing the Smooth Terrain tool does per
click/cycle. A high value will smooth jagged areas to smoothness quickly, while a
low value is better suited for detail work.
To save your current brush configuration for loading at another time, right click on
a brush and select Save Brushes. To load a saved brush file, select Load
Brushes and then specify the brush file to load.
Add Water
Left click
In order for peasants to be able to gather water from a lake, there must be Water
Gather Points present. After painting your lakes, click the Generate Water
Points button to evenly place Water Gather Points towards the edges of the
lakes. The edge of a lake must be passable in order for a Water Gather Point to
be placed there. Should a desired area not get water points, display the path
data with the Define Path Data Tool and smooth the edges of the lake with the
Smooth Terrain Tool.
Erase Color
Ctrl + Left Click or Paint white coloring
This tool uses the Brush Opacity setting, thus soft brushes will apply less of the
coloring at a time than a hard brush. For more information about Brush
Settings, see the General Tools section above.
Points can only be placed in shallow water that is denoted as passable by the
Define Path Data Tool.
For more information on Water Points, see Paint Lakes Tool description above.
For more information on passability, see the Define Path Data Tool description
below.
gameplay uses above and beyond its aesthetics; rain makes rice grow back
faster and allows Zymeth to call lightning down on surrounding enemies.
Rain starts at a Humidity value of 80.
Max Wind Speed
This sets the wind speed, a purely aesthetic value. Raising this will raise the
speed at which the cloud map scrolls over the terrain.
Initial Humidity
This determines the humidity level of the map when the map is first loaded. In
order to make a map always load with rain, set this value to at least 80.
Min Humidity
This slider determines the minimum humidity level possible on the map. If you
want it to rain all the time, set this above 80. Note that the Minimum Humidity
value cannot be set lower than the Initial Humidity value.
Max Humidity
This slider determines the maximum humidity on the map. Set this below 80 if
you never want it to rain.
MISC
Stats
Use the statistics to view specific numbers of things either on the screen or over
the entire map.
Screen statistics are useful for balancing individual areas of the map. For
example, one might zoom the camera to one corner of the map to see how many
rice plants are local to this particular corner, and then increase or decrease the
rice depending on how much is in the other areas.
Map statistics are useful for viewing total numbers throughout the entire map.