Difference between revisions of "User:Aquanim/DraftMapMakingGuide"
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# Edit metal | # Edit metal | ||
# Edit startboxes | # Edit startboxes | ||
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# 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) |
#* DNTS (fancy map details and specular map) | #* DNTS (fancy map details and specular map) | ||
#* Fancy mapinfo stuff (lighting, water effects, etc) | #* Fancy mapinfo stuff (lighting, water effects, etc) |
Revision as of 19:52, 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.
- Download the following tools:
- 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
- map blueprint
- 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).
- 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.
- Copy into map blueprint
- Edit mapinfo.lua
- Test the map
- Edit metal
- Edit startboxes
- 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)
- Upload
Springfiles