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* 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 - clone or download https://github.com/Aquanim/ZKMapBlueprint | * map blueprint - clone or download https://github.com/Aquanim/ZKMapBlueprint | ||
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== Create Images == | == Create Images == | ||
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* Something on the server has gone wrong. AFTER testing your map locally and finding that it works there, contact an admin. Uploading your map to a file-sharing service so the admin can look at it may help. | * Something on the server has gone wrong. AFTER testing your map locally and finding that it works there, contact an admin. Uploading your map to a file-sharing service so the admin can look at it may help. | ||
− | === | + | === Uploading to Springfiles for use in other Spring communities === |
− | + | The old Springfiles website is defunct and has been replaced by https://springfiles.springrts.com/?type=0 | |
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+ | Somebody who knows how the upload process works now should fill this in. Should hopefully be simpler than old Springfiles though. | ||
= Skeleton Of A Map = | = Skeleton Of A Map = | ||
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== SpringMapEdit == | == SpringMapEdit == | ||
− | + | === Installation === | |
+ | [https://springfiles.com/spring/development/spring-map-edit Springfiles page] | ||
== Nobiax Texture Pack == | == Nobiax Texture Pack == | ||
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* Press Alt-M again to disable the widget and print a list of metal points to the infolog | * Press Alt-M again to disable the widget and print a list of metal points to the infolog | ||
− | Then open your infolog. | + | Then open your infolog.lua (in the main zero-k directory) after you exit to retrieve the startbox information for copying into map_metal_layout.lua. Check that the metal point values for each mex point are as you want them to be. It's probably a good idea to turn the widget off after you are done with it. |
== Upspring == | == Upspring == | ||
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This method of placing features requires you to have some s11n gadgets in /LuaRules/Gadgets and some s11n and lcs stuff in the /libs/ folder. If your map doesn't have these then get them from the blueprint or some other map. | This method of placing features requires you to have some s11n gadgets in /LuaRules/Gadgets and some s11n and lcs stuff in the /libs/ folder. If your map doesn't have these then get them from the blueprint or some other map. | ||
− | * Put the files defining the features you want in your map file. This includes a definition in the /features subdirectory, model files in the /objects3d directory, and textures in the /unittextures directory. The easiest way to get these is to borrow them from existing maps | + | * Put the files defining the features you want in your map file. This includes a definition in the /features subdirectory, model files in the /objects3d directory, and textures in the /unittextures directory. The easiest way to get these is to borrow them from existing maps. There is a features library as well... ask around in #zkmap for a link then update this page. |
* Load your map in Springboard | * Load your map in Springboard | ||
* Delete any features you have marking mex locations, otherwise you will end up with two copies of them and that is bad. | * Delete any features you have marking mex locations, otherwise you will end up with two copies of them and that is bad. | ||
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Good luck... I'm not sure anybody has come up with an entirely bug-free implementation of this yet. Banana Republic might be your best bet for a reference. | Good luck... I'm not sure anybody has come up with an entirely bug-free implementation of this yet. Banana Republic might be your best bet for a reference. | ||
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{{Navbox manual}} [[Category: Development]] | {{Navbox manual}} [[Category: Development]] |