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How To Make A Crappy Map For ZK In One Hour

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5 years ago
Can you send me the new map to check? Ideally you should've saved both the new s11n and the new feature model (s11n_model.lua)

In this particular case the new engine isn't required to run ZK + map, just during editing with SB.
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For Gajop:

https://mega.nz/#F!t0tTSaJb!hm3Fz7RhoGvnJkIafIX14Q

idk what exactly you mean with new feature model (s11n_model.lua), so this might be the problem. I did just export the new s11n from springboard and put it into the mapconfig.
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5 years ago
DErankManu12: Thanks.

Required changes:
1. You need to also update libs/s11n/feature_s11n.lua from SB (even better, update entire s11n: SB/libs_sb/s11n -> "Shifting Sands.sdd"/libs/s11n)
2. You should make reclaimTime a far larger number. I set it to 300, which took a com with 14 BP around 21 seconds to reclaim. Dividing 300/14 ≈ 21.4 which suggests that reclaimTime = BP * seconds.

PS: I use "s11n model" to refer to the Lua file you export from SB containing the map object data, where I use "s11n lib" or just "s11n" to refer to the s11n library itself.
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5 years ago
gajop now i tested it for real: all 100m rocks and normal features def is set to "=" 0 metal and "=" 0 energy

reclaimtime = 1 -> nearly insta for com 10m/s and crane 4m/s
reclaimtime = 10 -> com 1 sec, crane 2.5sec
reclaimtime = 100 -> com 10 sec, crane 25sec
reclaimtime = 1000 -> com 100 sec, crane 250sec

works with energy (trees) exactly same

-> seems to work now and scales with bp

the only problem right now is that you dont gain metal/energy while reclaiming the feature, you only get all of the defined metal/energy when the reclaim finished e.g. 100m at 0% reclaim.
This is fixed when i set the normal features def to 100 "=" metal/100 "=" energy, but i was hoping i could be able to bypass that definition because i have only 1 features definition for e.g. all "ferns1-7" which contain rocks and ferns(which obviously should have different values, metal for rocks and energy for ferns) now i can only think about trying to break that definition in single definitions myself which i might or might not be able to, have to test it.
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5 years ago
I think we might be hitting an engine limitation. It appears actual reclaim amount depends on feature def values: https://github.com/spring/spring/blob/develop/rts/Sim/Features/Feature.cpp#L353-L354 . Obviously if those values are 0 in the def it will also result in 0 metal being extracted.

Mantised: https://springrts.com/mantis/view.php?id=6103
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5 years ago
DErankManu12
Kloot has been pretty fast on fixing it in the engine, and it's now implemented in SB too.
As usual, latest maintenance engine and latest SB are required to edit it, but in addition, latest maintenance is also required to run such maps. This means you probably can't use it on latest ZK yet.

In case you want to try, don't forget to update the required files as per http://zero-k.info/Forum/Post/195133#195133
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5 years ago
The games and maps lists are empty, where should they be located?
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Difficult to say with only a screenshot. Can you provide information on what exact steps you took to get there?
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5 years ago
quote:

Difficult to say with only a screenshot. Can you provide information on what exact steps you took to get there?


first i downloaded zero-k from https://zerok.itch.io/zero-k using the debian package option
then i downloaded all the files from this thread's first post
at this point i tried running it but i got what is shown in the image
then i tried apt-get install spring, and running spring got me to that point again
then i tried to run spring from the game's spring directory: /Zero-K/engine/linux64/104.0.1-287-gf7b0fcc
but i got the same result again, then i copied the directory mentioned in step 5, but again it was empty

where does the engine look for the entries in that list?
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In my case, spring gets them from the directory `~/.spring/`.

This is one of the reasons why i do this in the video:



You could/should substitute your actual ZK install folder instead (with `maps`,`games` etc being its immediate subdirectories)
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Frankly if you're a Linux user I recommend you just use http://spring-launcher.ams3.digitaloceanspaces.com/Spring-SpringBoard/SpringBoard-Core/SpringBoard.AppImage (download it, chmod +x SpringBoard.AppImage, and then run it).

The Windows equivalent ( http://spring-launcher.ams3.digitaloceanspaces.com/Spring-SpringBoard/SpringBoard-Core/SpringBoard.exe ) might also work for some people, but it's less tested (both Windows and Linux launchers are relatively new).
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5 years ago
I'll put that in the OP if you don't mind.
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5 years ago
Sure, but avoid copying information, it just increases the chance for wrong or outdated stuff to spread.

Good places to start are the official docs: https://github.com/Spring-SpringBoard/SpringBoard-Core and https://springboard-core.readthedocs.io/en/latest/installing.html
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5 years ago
i can edit maps now, thanks
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5 years ago
Can someone explain step by step to a dummy how I get my map into a condition where I can load it into Zero-K? I have the map ready to go in springboard but I can't figure out what is even happening in the video on the part where the map is compiled. I tried exporting the map into a scenario archive from springboard but Zero-K doesn't seem to recognize that?
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From Springboard you should get the following files exported:
- textures containing diffuse.png and heightmap.png
(you should find them under Documents\My Games\Spring\springboard\projects\Shifting_Sands_v1.3_Textures_final)

I would recommend to do the metalmap in Gimp or a similar programm to set the metalspots at a equal distance for both teams.
use the pixel measurements from https://springrts.com/wiki/Mapdev:metal

All of those files:
- heightmap.png
- diffuse.png
- metalmap.png

now need to be put in your compiler folder. e.g. into beherith_mapconv_2.4 or into your MapConvNG folder.
if not already existing you need to create a .bat file in that folder and config the text inside to e.g. (for the old windows mapconv) MapConv -i -c 0 -x 400 -n -100 -o "Shifting Sands v1.3.smf" -t diffuse.png -a heightmap.png -m metalmap.png
while Shifting Sands is yourmapname and -x is maxheight and -n is minheight

Now run the converter and you should get a yourmapname.smf and yourmapname.smd file.
You should have already downloaded a map blueprint file e.g. from https://springrts.com/wiki/Mapdev:Tutorial_Simple under the what you will need section.
Use this file and put your converted smf and smd file into the mapcontainer.sdd\maps yes into the maps folder.
Change the name of the .sdd folder into yourmapname and go to mapinfo.lua
now change the following information to fit your map:
name = "MyMap",
shortname = "",
description = "",
author = "",
version = "",
you should now have a yourmapname.sdd folder with .smd and .smf files in the maps folder and a changed mapinfo.lua
put this folder into your zero-k maps folder e.g. Steam\steamapps\common\Zero-K\maps
Now start Zero-k and go to skirmish mode, your map should now show under the change map button (remember to change your zero-k settings to allow non featured maps Settings -> Lobby -> Only featured maps and restart Zero-k)
Now you should be able to run your map in zero-k

If i missed sth try to search in
https://springrts.com/wiki/Mapdev:Tutorial_Simple and their expansions
https://springrts.com/wiki/Mapdev:Tutorial_Intermediate
https://springrts.com/wiki/Mapdev:Tutorial_Finalizing or feel free to ask in the forum again
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5 years ago
Current Springboard has a built-in compiler i think - some rapid progress there! - but i'm not sure where to find t.

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5 years ago
The compilation dialog is currently located (hidden?) in the map settings tab. I'm currently in the process of working out the UI for map archive creation, that'd combine map blueprint generation, texture export, compilation and zipping.
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Thanks Manu12 for the help (tho trying to export the diffuse map just resulted in an error), I got the map loaded in (in a bit different way, I used the blueprint provided in the starting post by Anarchid and replaced files from there) the compiler made .smf and .smt files, I also threw in the .png texture maps to be safe. I updated the mapinfo.lua and put in the stuff, now the map loads into Zero-K but it's lacking all height data? I'm not sure what information I should provide here. This is what I've changed in the mapinfo.lua:

local mapinfo = {
	name        = "ZK_Dota_pleasework",
	shortname   = "DOTA",
	description = "This is screwed",
	author      = "Timo",
	version     = "dev",
	mapFile     = "maps/zk dota alpha.smf",
	--mutator   = "deployment";
	--mapfile   = "", --// location of smf/sm3 file (optional)
	modtype     = 3, --// 1=primary, 0=hidden, 3=map
	depend      = {"Map Helper v1"},
	replace     = {},

	--startpic   = "", --// deprecated
	--StartMusic = "", --// deprecated

	maphardness     = 1000,
	notDeformable   = false,
	gravity         = 130,
	tidalStrength   = 0,
	maxMetal        = 2,
	extractorRadius = 33.0,
	voidWater       = false,
	voidGround		= false,
	autoShowMetal   = true,


	smf = {
		minheight = -150,
		maxheight = 400,
		smtFileName0 = "zk dota alpha.smt",
		--smtFileName1 = "",
		--smtFileName.. = "",
		--smtFileNameN = "",
	},


Stuff in the archive:


What the map looks ingame:

The features loaded in but don't have any metal/energy values but thats a minor problem at this point :p.

Built in compiler/archive creation would make mapping so much more accessible, that will be a great feature!
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Except for features, this looks like the initial state of the blueprint map. I think it's using those files.
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