Cara Membuat Peta Manually
Click on 'New' to create a new map. A small window will pop up and tell you that 'All unsaved data will be lost' but since you haven't started yet don't worry and click on 'Yes'. Its followed by another menu which you can see below (left side). For your first map you can leave nearly all settings on default. The only important thing here is to choose the 'mapSize'. Read the side note for more information about other options. The numbers in 'mapSize' denote the map dimensions in meters.
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Start the set up with a smaller map you can always enlarge or downsize the map later on. Press 'OK' when you're done.
Now let's take a look at the menu on the left-hand side. If you are already familiar with the different menu items you may want to scroll down to Step #5. Important: Uncheck 'Clip camera position' and you'll be able to zoom out of the map as far as you want. ' entity' or '1' on your keyboard contains the following: -fauna, -human and -vehicle are normally not needed to build a map and therefore can be ignored at this point. Select Heights.
2.Choose how Soft/Sharp and Slow/Fast you want the tool to draw your hill/valley. Scroll to the position you want your hill or valley to be. Use '+' and '-' on your numpad to in- or decrease the size of the mouse circle. Press and hold the left mouse button to raise the terrain or press and hold the right mouse button to lower it. Move the mouse while holding the button pressed in order to create a bigger hill or valley. Hold SHIFT + left or right mouse button pressed and go slowly with the mouse over sharp edges to smooth them out.
Make sure Soft/Sharp and Slow/Fast aren't set to high otherwise you might smooth out your entire hill and/or valley. Select 'grid001/grid001' and press Add a second entry with 'grid001/grid001' will be created. Select one of the double grid001 entries and choose one texture for Fill and another texture for Swap. You do that by simply clicking on the fields. A menu will open up which gives you different types of textures. For Fill use the texture you are going to use more than the one you choose for Swap. If you want to add a third texture next to the other textures you have selected before you'll notice that if both come to close to each other you'll have this strange looking and sharp border between the textures like you can see in the first picture.
To avoid that glitch you can either leave a gap between the two different textures like in picture 2 or you can use stamps to conceal the border between them like in picture 3. The pictures were made with identical Fill textures (grass) but different Swap textures (rock and mud). First: Create a little riverbed. In the example it is set to -100 under land / Heights / fixed height but you can make it as deep as you want.
The normal map level is set to '0' so we are 100 deeper than the normal level. Second: Smooth out the edges like you have done before for your hills and valleys (SHIFT + left or right mouse botton). Third: Select a 'bottom' texture and draw it into the riverbed. Fourth: Set the Water altitude to where your water surface is supposed to be later. In the example it is set to -50 so half the way down to the riverbed. Picture 1: Now that your riverbed is ready it's time to choose a water entity.
Open the first tab 'entity' and search or 'landscape'. Open 'landscape' by pressing on the little '+' left to it. In the appearing drop down menu look for 'water' and open it by pressing on the '+' next to it again.
Under 'water' you'll find different premade water entities. Select the one you like and place it into your riverbed. Picture 2: Select the water entity on the map and the menu on the right will change and show you several entity related stats.
Search for 'position' and in there search for 'z'. 'z' is the vertical position of the entity. Make sure it is set to the same height as your water altitude you have set before. Copy and paste (CTRL + C and CTRL + V) the water entity until the whole riverbed is covered. Since the water of all entities should flow into the same direction use 'c' + mouse movement to rotate the entity.
You can also enlarge entities by holding 's' pressed while moving the mouse up (increase size) or down (decrease size). Now you have a nice little river but in order that the river is recognized as actual water you need to determine the Terrain. There are two ways to set the Terrain. You can start with the Texture Fill function but it doesn't always set the correct or intended terrain. For example the rocky slope on the left was set to 'grass' instead 'rock'. So you might have to draw the correct or intended terrain yourself.
For 'rock' simply select 'ground' in the upper window and 'rock' in the lower window. You also can select 'nopass' and draw the wanted terrain onto the map. The difference is that units won't be able to enter the terrain which is drawn with 'nopass'. Use Colors to in- or decrease the color intensity of your ground textures. Draw Grass like you draw textures or define the terrain.
In- or decrease the drawing area with '+' or '-' on your numpad. Try not to use the same type of grass for bigger areas all the time.
For example use 'grass1' as basic grass but also use 'grassflower' and 'grassflower1' in some areas of your field to make it look more realistic. You can also use 'grassautlate' in shady or dry parts of your map. Just make sure to use some of different types to make it look more diverse. If you want to enlarge your map size later on you can do that with the Polygons tool under land / Polygons.
Just select Polygons scroll to the map border and draw the new polygons with holding the left mouse button pressed and moving the mouse into the direction you want to enlarge. You can also select a Level form 0 to 5.
The level will define how big the drawn Polygons are. The higher the level the smaller the polygons will be. This can also come in very handy on your existing map if you want to create very detailed textures or hills / valleys for example. Important: use polygons with care since they have a great impact on the game performance. For fields or areas where you use the same texture use the biggest polygons available.
Use the smaller (higher level) polygons only if you want to create something that wouldn't work with the bigger once. If you now select camera and check the box Show map borders you will see four different colored lines. The yellow and the green line are connected to each other. The yellow line represents the limit of the units movements.
So units can't enter the area behind the yellow line. The green line which is connected to the yellow one should remain on the map but as close to the purple line as possible if you don't want to lose too much space of your map. The purple line represents the maps outermost border.
Cara Membuat Peta Desa Manual
It can be set automatically under Heights / Clip Heightmap. The turquoise line represents the limit of the camera center. So you can't scroll out of the map further than to the point until your camera center has reached that line. All lines can be moved manually. Scroll with your mouse over the lines and find the right spot until the color of your mouse curser turns green. Press and hold the left mouse button and move the mouse to the left or right in order to move the borders. You might have noticed that on some of the pictures used in this tutorial have a sky, lighting and such.
Navigon freshmaps android download. You can activate those environmental features by switching to the 'F3 Menu' (the mission / scripting part of the editor). Just press F3 on your keyboard and then press F9. The following Menu (red 1) will appear: Find 'environment' and expand the menu by clicking on the Expand-Button on the right side.
A second menu will appear with several Presets. Those are preset environments where all Parameters which you can see on the right side of the second picture are already set.
You can of course create your own environment but that is not important at this point since the environment is part of the mission script and not of the map. Constrain: gives you the ability to set an entity automatically to different altitudes (none, ground, zero, surface or water). Position & xform: are the coordinates and the angle/rotation of the entity on the map. Decal: if the checkmark is set the object will remain on the coordinate you give it. That comes handy for example when you want to place stamps near a valley or hill but you want the stamp to remain on a certain level. Color: change the color of an object (does not work with most buildings).
Impregnability: if enabled an entity will become indestructible. Structure: here you can remove certain parts e.g. From a building to make it a ruin. Texmod: here you'll find some different textures. You can leave most of the other parameters on default. Editors F1 - Game editor F2 - Map editor F3 - Mission editor F4 - FX editor F6 - Environment editor F9 - Mission properties F2 Map Menu 1.
Cara Membuat Grid Peta Manual
To map a shared folder or a network drive with our network to our computer, we use the Map Network drive. When we use locally connected computers in our home network we always prefer to share our files with other computer devices for eliminating the requirement of manually copying the file to external storage media and after that transfer them to other computers.
It will be helpful when we want to quickly access a network drive or a shared folder without remembering the complete path of the location. In Windows 8 if you want to map any remotely shared folder as a network drive to your local computer, you have to follow certain steps shown below: Step 1: Login to the Windows 8 computer Step 2: From the given option available on the applications Click on Desktop. Step 3: Double-click on Computer icon. Step 4: Now Click on Map Network drive button from the standard toolbar.
Step 5: Click on 'Browse' to select a network drive of the folder; otherwise if you know the folder or drive you can type it directly into the 'Folder' text box. Step 6: Select 'Reconnect at sign in' for connecting the drive each time when you Login. Step 7: It will ask you the permission to access the folder.
Step 8: Once located, click on Finish button to map the remotely shared folder as a network drive to your local computer. Resources:.