Difference between revisions of "User:Aquanim/DraftMapMakingGuide"

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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.
 
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:
+
== Download 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
+
* 7zip - https://www.7-zip.org/download.html
#* map blueprint<br />
+
* 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
# For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:
+
* map blueprint
#* 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).<br />
+
== Create Images ==
# 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!
+
For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:
#* Use the buttons to select the texture and heightmap images you made in the previous step.
+
* 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.)
#* I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.
+
* 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 />
#* 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.<br />
+
== Compile Your Map ==
# Copy into map blueprint<br />
+
Run pymapconv.exe and fill in the following fields...
# Edit mapinfo.lua<br />
+
* 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!
# Test the map<br />
+
* Use the buttons to select the texture and heightmap images you made in the previous step.
# Edit metal<br />
+
* I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.
# Edit startboxes<br />
+
* Scroll down to the NVDXT option and make sure it says "-Sinc -quality_highest". Also probably a good idea to tick the CLEAN option.
# Optional extras - you can skip this for now, but refer to the sections linked below if you want...
+
* Untick everything else, press "Save options as" if you like, then press the "Compile" button.<br />
#* Features (geovents, trees, rocks, etc)
+
 
#* DNTS (fancy map details and specular map)
+
== Construct .sdd File ==
#* Fancy mapinfo stuff (lighting, water effects, etc)
+
* Copy into map blueprint
#* Skybox (???)
+
* Rename map blueprint
#* Other nonsense (particle effects, sound, etc)<br />
+
* Edit mapinfo.lua
# Upload<br />Springfiles
+
* Test the map
 +
 
 +
== Metal and Startboxes ==
 +
Now that you can look at your height and texturemap ingame this is a good time to sort out your metal spots and start locations. Holding SPACE ingame will display a dialog box which (among other things) gives the X and Z coordinates of wherever your cursor is. This will be helpful when setting up the following config files.
 +
# 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 ==
 +
* Make a Springfiles account
 +
* Pray to your deity of choice that whoever approves Springfiles accounts checks in this month
 +
* Upload your map
 +
* Pray to your deity of choice that Springfiles is actually working this week
 +
* See your map on the ZK website

Revision as of 19:59, 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 Tools

Create Images

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 Your 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.

Construct .sdd File

  • Copy into map blueprint
  • Rename map blueprint
  • Edit mapinfo.lua
  • Test the map

Metal and Startboxes

Now that you can look at your height and texturemap ingame this is a good time to sort out your metal spots and start locations. Holding SPACE ingame will display a dialog box which (among other things) gives the X and Z coordinates of wherever your cursor is. This will be helpful when setting up the following config files.

  1. Edit metal
  2. 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

  • Make a Springfiles account
  • Pray to your deity of choice that whoever approves Springfiles accounts checks in this month
  • Upload your map
  • Pray to your deity of choice that Springfiles is actually working this week
  • See your map on the ZK website