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Map Testing

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9 years ago
Ok so I broke open DeadLands, repainted and re-mexed it in SpringMap Edit, and edited the SMD file with notepad. I changed the names of all the files to the new map name, 7zipped the maps folder and changed the filename to sd7, but after dropping it in my ZK maps folder it still doesn't show up in the list when using skirmish mode.

Is it possible to test new maps 'offline' in ZK, or do I have to upload it to springfiles and pull it from there? I'm not sure if I'm doing it wrong or if I'm doing it wrong. :P I kind of want to be able to test and polish it a bit before I release, though.
+2 / -0
9 years ago
you can put it in your map folder and use springlobby to play. It supports singleplayer in offline mode.
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9 years ago
Easiest way is to just run your spring executable directly.
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Well I would like to tell you something I have just learned today USrankaeonios:
because spring maps are not open source (at least most of them) you cannot edit them and make them public! That is because it would be illegal since it is their own work.
It's like taking a someone's drawing and then drawing a penis on it because you think it looks great but not respecting the author allowance (since it would be alright if that author would let you draw that penis).

Altrough you might not care for such puny things as respecting the other author as I did not? I dunno. Then go ahead I suppose. Or you could just ask the author perhaps?

Btw. I am not being hostile or trying to slow the "progress down". It is just unrespectful to take someones work without premission and "fix it" would you "fix" Mona Lisa? because you don't like of how it looks?
+0 / -2
9 years ago
quote:
Well I would like to tell you something I have just learned today

From who?
And how seriously should we take this fact?
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9 years ago
Thank you for your kind words of encouragement, Orf. The work I did actually looks quite stunning and I plan to polish it to perfection before I release it officially.

Unfortunately I have to wait for spring lobby to download ZK for itself, because neither spring lobby nor ZK lobby are willing to allow the other to be the boss. :P
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9 years ago
It is fairly universally accepted practice that maps are under the same licence as the rest of the game and are completely free to edit, though a few people might be upset if you do so so it doesn't hurt to ask.

As the guy who did half the work on DeadLands (Including the texture), go wild. Though I'd be interested to know what you're planning to do with it.
+2 / -0

9 years ago
quote:
As the guy who did half the work on DeadLands (Including the texture), go wild. Though I'd be interested to know what you're planning to do with it.


I hadn't intended to take credit for it as an original creation or anything anyway, but I'm glad that you approve. No offense, but personally I thought the original texture was kind of drab and the contour painting on the mountains didn't really work all that well on that map.

What really struck me though were the mex graphics, which I was practically sure were 3D shapes but realized through testing that they weren't. It kind of pained me to paint over them, and I've been hoping that you'd be willing to make some to fit my version once I finish the rest of it. :)

Speaking of which I just got done readjusting all the mexes until they did what I wanted them to more or less. My next project is adding features, after which it'll be basically finished. My question is where do the rocks and trees and stuff in ZK maps come from? Are they compiled in the maps or can/does ZK pull from spring features? I might end up having to skip on that, but if it's at all possible I would really like to add them since they do add a bit of depth on top of the texture and I don't see them used well nearly often enough.
+0 / -0
Well then: yay for upgraded DeadLands! ^^
But also: if you want real help then launch your ZKL and join #zkdev chat, where a couple of mapmakers that ZK has as well as some general spring ones reside.
Oh while at that I would also like to see you play more of... Zero-K. Because you know: it is hard to develop for a game you have barely played at all :F
Speaking of your issue with base of features:
http://springrts.com/phpbb/viewtopic.php?f=56&t=4047
http://springrts.com/phpbb/viewtopic.php?f=56&t=22943

Features added well give flavour. Features added badly break pathing, game balance and make the map unplayable.
For bad examples look up Tournament Desert and Oasis. First map has 2 bulky features wich break pathing. Second has undestructible cacti that vechicles get stuck on.
For good example look up Ravaged and its ruch flavour of features: and they dont even give any reclaim! Speaking of wich: Ravaged is one of the best Spring map technically wise and one of the best aesthetic wise. The only major thing it lacks is that it has SMD instead of mapinfo.lua

So one last thing is that I would like to request you to switching into mapinfo.lua since it is superior config file over SMD (it is just more flexible).
Good luck :)
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9 years ago
A small teaser:
+3 / -0
9 years ago
(because i think i recognize the imo rather ugly default cliff texture)
you can use your own textures in springmapedit by copying them into the folder. Do not remember excact folder name, but it is something easy to find like "springmapedit\groundtextures\". Just google for "sand texture", "rock texture" etc, gives lots of results.
+1 / -0

9 years ago
That's like 3 different rock textures mixed with a sprinkling of dirt to give a 'dusty' effect. Also, I realize that but I haven't had the chance to go on a texture hunt yet. I'm also looking into trying gajo's scenario editor since apparently it can do texturing better than SME. Maybe!

My map now has proper trees and stuff. :) I need to tie up a few loose ends and then it'll be done.
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9 years ago
It looks like good progress. You would receive better technical feedback on the Spring mapping subforum so you may want to make a post there.
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