The very basics of the Editor presented in a really humble voice, with a lot of pictures, explanations, examples.
Also with the building process of one's first map.
I'm pretty sure that this tutorial is pretty unique on it's own with all these examples.
The reason I use Dropbox is the fact that these tutorials are pretty big in size.
Dropbox has that built-in view stuff, which can be zoomed in and out, but you can also download the whole stuff.
You can easily master that terrain tutorial once you solved this one.
https://www.dropbox.com/s/b3y65ccti1a5m ... D.rtf?dl=0
Answer to Chamberly's points.
This wasn't about the basics, I just wanted to show off a method I happily used. Well, thinking about that it really is the base of the method but not the editor's, as stated in the tutorials title, and inside the tutorial as well.
This method requires little knowledge of the editor, yet manages to deliver a somewhat "goodlookin" result.
Yes I've seen those tutorials about the basics. They are neat, but there are guys who may find it difficult. That's why I tried to be funny, and called the topic KINDERGARTEN. You'll see what these tutorials differ as soon as you see the one I've just uploaded (The fundament stuff)
The Screenshots are indeed dark! :\ I'll correct this for sure!
I'd love to use more reliable hosting services, but given the fact that these tutorials will be pretty heavy in size I'm not sure if anybody would host it. This one is more than 40 pages long and weighs aropund 130 megabytes.
You are right about the steps! I'd like to correct that mistake by making this one the first tutorial. With this one mastered, the terrain will be nothing.
The car. :'D Still, it shows well what extrude will do the 2d image. How the third dimension will get a role.
Your last opinion is true too. But note that even Dropbox's rtf viewer stuff has a zoom in tool. All of the images are in nice quality, so feel free to zoom inside.
Not so convenient tho.
The "X" "Y" and "Z" values are there with some explanation:
Here, you can scale the brush.Given the fact our brush is high enough, we will ignore the "Z" value. (Keep it on 1, which means, we multiply the original size with 1 so it remains the same (2048 UU))"X" and "Y" values are more interesting.This will define the "fatness" of the brush "X's value" multiplies in the X axis while "Y's value" multiplies in the Y axis.Let's set them around... 10!!!You can set "X" and "Y" to different values to get a somewhat "malformed" shape.Close the menu, and see the red builder brush grewth.