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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
 
 
[[File:Mapguide_download_aquanim_blueprint.png|Map blueprint download]]
 
 
  
 
== 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.
  
=== For use in other Spring/Recoil games ===
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=== Uploading to Springfiles for use in other Spring communities ===
  
Consult the developers of whatever game you play to find out where they keep their maps these days. Then upload there.
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The old Springfiles website is defunct and has been replaced by https://springfiles.springrts.com/?type=0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 ==
  
No safe link to this known as of Jul 2023. RIP
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=== Installation ===
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[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.txt (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.
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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 or from the features library [https://github.com/Spring-Helper-Projects/spring-features here].
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* 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.
 
== Lobby/Website minimap image ==
 
 
This minimap image is generated from your map's texture, but unlike the ingame minimap does not have water drawn on it. If you would like your map's lobby/website image to be different, you need to create replacement images and provide them to somebody with the appropriate server access to overwrite the existing minimaps (not just any admin can do this; you are probably most likely to get a quick response from Aquanim or Anarchid). Ideally you only want to do this once, so wait until your map is up to a final release version before making the replacement image.
 
 
Required images for a map called "map name v1.0":
 
* A minimap image with the name map_name_v1.0.minimap.jpg with maximum height/width 1024.
 
* A thumbnail image with the name map_name_v1.0.thumbnail.jpg with maximum height/width 96.
 
'''IMPORTANT:''' Replace any spaces in your map name with underscores.
 
 
Find the default images for your map on the server to figure out reasonable dimensions. Screenshotting your ingame minimap and then rescaling it is a reasonable way to get a minimap image with water on it.
 
  
 
{{Navbox manual}} [[Category: Development]]
 
{{Navbox manual}} [[Category: Development]]

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