Difference between revisions of "User:Aquanim/DraftMapMakingGuide"

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#* 7zip - https://www.7-zip.org/download.html
 
#* 7zip - https://www.7-zip.org/download.html
 
#* pymapconv - clone or download https://github.com/Beherith/springrts_smf_compiler somewhere, then copy pymapconv.exe and nvdxt.exe to a new directory to keep things simple
 
#* pymapconv - clone or download https://github.com/Beherith/springrts_smf_compiler somewhere, then copy pymapconv.exe and nvdxt.exe to a new directory to keep things simple
#* map blueprint
+
#* map blueprint<br />
 
# For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:
 
# For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:
 
#* A height map grayscale image with dimensions 641 x 641, saved as an 8-bit .bmp or a 16-bit .png. (The latter is preferred but not all tools offer 16-bit output.)
 
#* A height map grayscale image with dimensions 641 x 641, saved as an 8-bit .bmp or a 16-bit .png. (The latter is preferred but not all tools offer 16-bit output.)
#* A texture map colour image with dimensions 5120 x 5120, saved as a .bmp<br />Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).
+
#* A texture map colour image with dimensions 5120 x 5120, saved as a .bmp<br />Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).<br />
 
# Compile the map: Run pymapconv.exe and fill in the following fields...
 
# Compile the map: Run pymapconv.exe and fill in the following fields...
 
#* An output file name - ideally this should be the name of your map with a version number. File extension .smf, will also generate a .smt. '''IMPORTANT:''' Do not rename these files after compiling!
 
#* An output file name - ideally this should be the name of your map with a version number. File extension .smf, will also generate a .smt. '''IMPORTANT:''' Do not rename these files after compiling!
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#* I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.
 
#* I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.
 
#* Scroll down to the NVDXT option and make sure it says "-Sinc -quality_highest". Also probably a good idea to tick the CLEAN option.
 
#* Scroll down to the NVDXT option and make sure it says "-Sinc -quality_highest". Also probably a good idea to tick the CLEAN option.
#* Untick everything else, press "Save options as" if you like, then press the "Compile" button.  
+
#* Untick everything else, press "Save options as" if you like, then press the "Compile" button.<br />
# Copy into map blueprint
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# Copy into map blueprint<br />
# Edit mapinfo.lua
+
# Edit mapinfo.lua<br />
# Test the map  
+
# Test the map<br />
# Edit metal
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# Edit metal<br />
# Edit startboxes
+
# Edit startboxes<br />
 
# Optional extras - you can skip this for now, but refer to the sections linked below if you want...
 
# Optional extras - you can skip this for now, but refer to the sections linked below if you want...
 
#* Features (geovents, trees, rocks, etc)
 
#* Features (geovents, trees, rocks, etc)
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#* Fancy mapinfo stuff (lighting, water effects, etc)
 
#* Fancy mapinfo stuff (lighting, water effects, etc)
 
#* Skybox (???)
 
#* Skybox (???)
#* Other nonsense (particle effects, sound, etc)
+
#* Other nonsense (particle effects, sound, etc)<br />
 
# Upload<br />Springfiles
 
# Upload<br />Springfiles

Revision as of 19:53, 12 June 2020

Minimal Brief Guide

For more detail on each of these steps read the later sections of the document.

This guide assumes that you are using a version of Zero-K installed through Steam. You can still make maps if you installed by some other method but you may need to modify some of the later steps.

  1. Download the following tools:
  2. For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:
    • A height map grayscale image with dimensions 641 x 641, saved as an 8-bit .bmp or a 16-bit .png. (The latter is preferred but not all tools offer 16-bit output.)
    • A texture map colour image with dimensions 5120 x 5120, saved as a .bmp
      Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).
  3. Compile the map: Run pymapconv.exe and fill in the following fields...
    • An output file name - ideally this should be the name of your map with a version number. File extension .smf, will also generate a .smt. IMPORTANT: Do not rename these files after compiling!
    • Use the buttons to select the texture and heightmap images you made in the previous step.
    • I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.
    • Scroll down to the NVDXT option and make sure it says "-Sinc -quality_highest". Also probably a good idea to tick the CLEAN option.
    • Untick everything else, press "Save options as" if you like, then press the "Compile" button.
  4. Copy into map blueprint
  5. Edit mapinfo.lua
  6. Test the map
  7. Edit metal
  8. Edit startboxes
  9. Optional extras - you can skip this for now, but refer to the sections linked below if you want...
    • Features (geovents, trees, rocks, etc)
    • DNTS (fancy map details and specular map)
    • Fancy mapinfo stuff (lighting, water effects, etc)
    • Skybox (???)
    • Other nonsense (particle effects, sound, etc)
  10. Upload
    Springfiles