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Making new maps

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13 months ago
I couldn't find a development forum so I'm putting this here.
So far I've got a new map compiling with but I'm having some problems. Here are the three questions:

How do I increase the map size, right now I can only make a tiny map?
How can I use a heightmap larger than a 257x257 image?
How do I set where the water level is at? Right now it does the heightmap correctly but there is no water.
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13 months ago
I have some additional questions;
I create a map with extention smt, how can I create as sdd? cause springeditor creates it as smt.
On the other hand, where is this lua file? do I have to create it with texteditor or is there any set file for it?
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what are you using to make map?

not 100% but I am pretty sure sdd is just a renamed zip file [or stm file]

check here:

https://springrts.com/wiki/Mapdev:Main

look at this as well:

http://zero-k.info/Forum/Thread/24356

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13 months ago
I'm using Mapconv https://springrts.com/wiki/MapConv
and yes an sd7 is just a 7zip file renamed.

I have gone through the devwiki, but it doesn't mention anything about my original questions. I tried using springboard, but of course, it errors when tries to download itself or whatever when you first open it. I'm just making maps from just a straight heightmap and diffuse map.
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13 months ago
USrankCaptaintoottoot all of the info is already behind the links AUrankSortale posted.
To make bigger maps, you just make bigger pictures for height, picture, metal, etc. See table here:
https://springrts.com/wiki/Mapdev:height
https://springrts.com/wiki/Mapdev:metal
https://springrts.com/wiki/Mapdev:diffuse

And so on. For water:
Water is always at zero elevation, the terrain is positioned above and below the water using the minHeight and maxHeight values(see Mapdev:height).
See:
https://springrts.com/wiki/Mapdev:water

So I guess to have 10/256 of the heightmap to be water, use minHeight -10.
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13 months ago
Yes I figured out the map size is based on the heightmap size and the heightmap has to be the diffuse texture / 8 + 1. Is it possible to use an image larger than 8192x8192? Also, How do people do rectangular maps? Don't the images have to be squares?

And, I still can't get water going... do I edit a value in the mapinfo.lua? or is it a compile option with mapconv, example: -x 128 -n -16? x being max height, and n being min height? Because neither are working so far.
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quote:
Is it possible to use an image larger than 8192x8192?

mapconv flavours vary, but there's a map that's 4x128 SMU = 2048x65536 diffuse pixels / elmos.

So yes, it should be possible to go over 8k (which is 16 SMU). Few maps above that size are good though.

quote:
And, I still can't get water going... do I edit a value in the mapinfo.lua? or is it a compile option with mapconv, example: -x 128 -n -16? x being max height, and n being min height? Because neither are working so far.

I would recommend the mapinfo.lua method because it doesn't require recompiling.
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13 months ago
I got the water working, yes! But, I'm still stumped about how some people have large maps, or like Folsom dam, it uses a huge texture and that's why it looks so nice. How are people using these textures?
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13 months ago
quote:

not 100% but I am pretty sure sdd is just a renamed zip file [or stm file]

Wrong. ".sdd" is just a folder suffix, it's not a file. ".sdz" is a renamed zip file. I don't know what stm is, but smt is Spring Tile file, and is not equivalent to either .sdz nor .sdd (it's usually contained in them though).

quote:
But, I'm still stumped about how some people have large maps, or like Folsom dam, it uses a huge texture and that's why it looks so nice. How are people using these textures?

There shouldn't be any special tricks with large maps (although some tools might not support it). Just try to create large images and compile them.
I also don't think huge textures are the reason maps look good. I suggest you look into DNTS https://springrts.com/wiki/Mapdev:splatdetailnormals (assuming you have already applied specular)
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Alright, I've figured most of it out. rectangle maps etc. As long as the image size isn't over x megs it wont crash. Here's the problem that I've been stuck on. How do I set team start locations?

in the mapinfo.lua I've got:
quote:

teams = {
[0]

{startPos

{x

1000, z

3000}},
[1]

{startPos

{x

3000, z

5000}},
[2]

{startPos

{x

5000, z

7000}},
[3]

{startPos

{x

7000, z

8100}},
},


But in teams it's just a giant place rectangle on the left and right side of the map, pretty much ignoring these values. And in FFA it's just the left and right area as well. I noticed FFA maps like real_europe have a .smd file in the maps directory, where there are values like:
quote:

[TEAM0]
{
StartPosX=2433;
StartPosZ=5652;
}
[TEAM1]
{
StartPosX=10666;
StartPosZ=9290;
}
[TEAM2]
{
StartPosX=11305;
StartPosZ=1401;
}
[TEAM3]
{
StartPosX=7766;
StartPosZ=4792;
}

However, adding a similar file with like values changes nothing. wth?
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12 months ago
You should codify your code using
 {{{your code here}} } 


This allows you to do stuff like:

**blah** 'blah' [q]blah[/q]
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12 months ago
Aye it was ugly. I didn't know if "[code]" worked on this forum. There isn't even an edit post button that I can see. Anyway, how are team start locations set?
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12 months ago
Edit button is the pencil on the left.



Start positions are documented here
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12 months ago
Startboxes need a map_startboxes.lua in /mapconfig/, open up one of my maps like downpour for an example of this: http://zero-k.info/Maps/Detail/56793
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Thanks for the help guys. I've got most of it done and figured out, team start spots, etc. You're in for a treat :) Last things I'm not sure how to get working. How do I set the image for the thumbnail view in the lobby map browser? Also, how do I adjust wind values? Changing the values in the mapinfo.lua does nothing.

atmosphere = {
minWind = 5.0,
maxWind = 100.0,
}
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doesn't zk disable map wind speed and use its own wind speed, based on height?
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12 months ago
Have you added a mini.png for the minimap? That's probably the same as what the lobby would use.
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12 months ago
quote:
Have you added a mini.png for the minimap? That's probably the same as what the lobby would use.


The lobby does not use this minimap, this currently only replaces the ingame minimap.

quote:
doesn't zk disable map wind speed and use its own wind speed, based on height?


No, ZK adds to wind speed with greater height, based upon the values supplied by minwind and maxwind in mapinfo.
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12 months ago
minwind and maxwind default at 5 and 100. I changed them to 4000 and 8000 just to test, and in game there was no difference in wind values. Is there any way to multiply wind values? The map uses mild elevations, between -28 elevation to 92. It looks and plays great with these values, but the wind, there is no advantage in building them on higher terrain which is not desirable.

Also, I placed the mini.png and mini.dds in the maps directory and nothing. Is it something that the zeroK site stores? Because if you look in any map file they don't even have a mini image.
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12 months ago
Define your minimap in mapinfo.lua under tag:

smf = {

minimapTex = "mini.png",

},
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