Tree Question [Placing]

FMAlchemist

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Hey!

well here is my problem, i want to know how to make trees closer together, because the trees seem to b always fixed onto the grid. becuase my trees r really small, and having them very far apart form each other, doesnt look very good. hahas

~~ *is there an edit for this? or do i have to make it based from a unit, or building? :S*
 

TheCrystal

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Shift and click (or was it cntrl and click?) and it ignores placing restrictions for the doodads/destructibles, as long as they aren't ontop of eachother. Or you can go to your doodad and remove the pathing, but this'll remove the ability of tree blocking so it makes a pathway.
 

FMAlchemist

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WOW wait wait, i said thank you before but now i edited it, shift ctrl or alt click doesnt work ...

btw. the trees are made extra small

~~ I love this site T_T :p
 

Sevion

The DIY Ninja
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It's just Shift + Click. It doesn't ignore pathing restrictions. It just makes it it's absolute minimum.
 

Pyrogasm

There are some who would use any excuse to ban me.
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Or make a new custom tree doodad in the object editor and give it the "mushroom" pathing texture. Then you won't have to hold shift when placing it.
 

FMAlchemist

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well.. i looked carfully, and it looks exactly the same as when i dont hold shift.

herms.

well my trees are on scale of 0.20

and if try this, it looks really dodgy when they look so evenly apart.

is there anyway of making them really close together?

would making a unit have a tree skin work?
but would this cause alot of lag issues?

~~is there any other way? becuase my shift +click doesnt seem to be working

edit. mushrooms do the same thing, on a medium grid, it goes center and intersections of lines, and middle of lines. no where else.
 

Pyrogasm

There are some who would use any excuse to ban me.
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What size "brush" are you using? If you have it on a square brush with a size more than 1 it will be all placed evenly. The "circle" setting is more random, but the best would be to use size 1 so it places 1 tree at a time.
 

NationCreati

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Sadly, you can't make trees not be put on the grid-system.

However, if really required than you could place them through triggers. I don't think destructable trees have a texture if used in doodads/units, so you can't do it that way.

If someone has an alternate way to do this (and not just guessing, actually test it out first) than please say so. I'm interested in this also.
 

TheCrystal

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I believe that trees can only be placed on the grid, with a 1x1 it's the smallest you can get.
Shift clicking is holding down shift while placing a doodad, it should IGNORE path restrictions as long as you aren't placing an object RIGHT ONTOP the other.

Removing pathing removes the pathing, no blocking, walk throughable. But since they're trees, you can't really do that.
Try making a doodad based off that model and using that unless you need them harvestable.
 

FMAlchemist

New Member
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herms, i dont know, im holding down shift, but the doodad still sticks itself to the grid. even when i remove pathing, the trees can be put on top of each other, only directly on each other, not really close.


EDIT

DONT WORRY

WEU has obviously been thu my problem, and have ther own custom tree units ^^

thanks every1 fort trying to help though =]

[i dl`ed WEU and edit map, and ticked the "tree units" [=[= woot ^^ ]

~~
 
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