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[[Engine Development|Development]] < {{FULLPAGENAME}}
#REDIRECT [[Mapdev:Main]]
 
= Getting Started (Tools) =
 
'''Blueprint:&nbsp;'''[https://github.com/jk3064/Map-Blueprint https://github.com/jk3064/Map-Blueprint]&nbsp;
 
The only other tool really needed is "Mapconv". The other tools available are there simply to make your life easier. A list of common mapping tools are as follows:
 
Mapconv
 
SMFED '''(Depreciated, no longer useful)'''
 
Grout '''(Depreciated, no longer useful unless texture was generated with L3dt utilizing tiles)'''
 
SMD Creator '''(Depreciated, no longer useful)'''
 
Start Position Editor
 
Das Bruce's Mapconv frontend
 
These tools have been compiled into a zip available here:&nbsp;[http://springfiles.com/spring/tools/mapping-tools http://springfiles.com/spring/tools/mapping-tools]
 
Keep in mind that mapconv is still being developed, so it may be necessary to update the included Mapconv to a later version, located here:&nbsp;[http://springrts.com/phpbb/viewtopic.php?f=56&t=21458 http://springrts.com/phpbb/viewtopic.php?f=56&t=21458]
 
= The Components of a Map =
 
[[Mapcomponents: texture|Texture Map]]
 
[[Mapcomponents: heightmap|Heightmap]]
 
[[Mapcomponents: metal map|Metal Map]]
 
[[Mapcomponents: feature map|Feature Map]]
 
= Compiling a Map (MapConv) =
 
== Texture Specifications ==
 
Texture map size is related in pixels and in spring map size. 2x2 MapSquares in spring are equal to 1024x1024 Pixels. Texture maps must be in multiples of 2. I.E. 2x2, 6x10, 12x16, 16x16, etc. No odd sizes are allowed (Example: 15x10).
 
 
 
Height Map dimensions are Texture Map size / 8 + 1 pixel. In other words, if your texture map is 8192x8192 (16x16), 8192 / 8 + 1 = 1025x1025
 
 
 
Metal Map dimensions are Texture Map size / 8 + 1 pixel. In other words, if your texture map is 8192x8192 (16x16), 8192 / 8 + 1 = 1025x1025
 
 
 
Feature Map dimensions are Texture Map size / 8. In other words, if your texture map is 8192x8192 (16x16), 8192 / 8 = 1024x1024
 
== Using MapConv ==
 
[[MapConv]] is a command line program that is generally started via a batch file .
 
Below is an example set of parameters given to mapconv:
 
<code>'''MapConv -i -l -c 0 -x 101 -n 100 -o EvoRTS-Craggy_Creek-v01.smf -t terrain.png -a height6.png -m metal.png -f feature.png -z "nvdxt.exe -dxt1a -nmips 4 -Sinc -quality_highest -file"'''</code>
 
Once compiled, you will get 2 new files: &lt;mapname.smt&gt; and &lt;mapname.smf&gt;
 
= Utilizing Blueprint =
 
Unzip the blueprint archive into your Spring Maps folder.
 
http://www.evolutionrts.info/random/mapcontainer.jpg
 
You will notice a new folder called "mapcontainer.sdd". The .sdd ending on the folder name is very important for testing as &lt;foldername&gt;.sdd tells spring to load map files from that folder. This way you can work on your maps without having to zip them up over and over again.
 
== mapcontainer.sdd ==
 
Inside the map container folder you have the following file/folder structure.
 
 
<div>'''<code>LuaGaia</code>'''</div><div>'''<code>mapconfig</code>'''</div><div>'''<code>maphelper</code>'''</div><div>'''<code>maps</code>'''</div><div>'''<code>mapinfo.lua</code>'''</div><div>'''<code>mapoptions.lua</code>'''</div><div><br/></div>
Now, copy your compiled map files into the "maps" folder.
 
= Texture Splatting using SSMF =
 
SSMF mapping is adding detail textures all over the map based upon specified distribution areas. This will make your map infinitely more detailed and beautiful.
 
Adding SSMF to a map consists of the following steps:
 
[[SSMF:_Distribution_Map|Distribution Map]]
 
[[SSMF:_Detail_Textures|Detail Textures]]
 
[[SSMF:_Specular_Map|Specular Map]]
 
[[SSMF:_Grass_Shading_Map|Grass Shading Map]]
 
= Placing Features =
 
As previously mentioned, features can now be placed via LUA based upon a coordinate system that looks similar to this:
<div><code>local features = {&nbsp;</code></div><div><code>unitlist = {</code></div><div><code>},</code></div><div><code>buildinglist = {</code></div><div><code>},</code></div><div><code>objectlist = {</code></div><div><code>{ name = 'btreeclo_4', x = 7760, z = 112, rot = "0" },</code></div><div><code>{ name = 'btreea_3', x = 2520, z = 6904, rot = "0" },</code></div><div><code>{ name = 'btreeblo_5', x = 7736, z = 536, rot = "0" },</code></div><div><code>{ name = 'btreeclo_1', x = 2504, z = 7112, rot = "0" },</code></div><div><code>{ name = 'geovent', x = 177, z = 192, rot = "0" },</code></div><div><code>},</code></div><div><code>}</code></div><div><code>return features</code></div><div><br/></div><div>Of course, features can be placed by editing the set.lua file in a text editor, but that would take an extremely long time. Enter FeaturePlacer.</div><div><br/></div>
== Feature Placer ==
 
[[Map Making: Feature Placer|Feature Placer]]
 
= Configuring Map Parameters (Mapinfo.lua) =
 
Admittedly, the default values used in blueprint mapinfo are awful. It may be wise for you to download another map that has used blueprint and copy and paste it's mapinfo contents into yours. However, you are also free to use the default or use the provided example.
 
In time, the mapinfo tags will be documented and this will like to that page. As it is the tags and values are pretty easy to figure out for the most part.
 
== MapInfo.lua ==
[[Map_Making:_MapInfo.lua|MapInfo.lua]]
 
= Skyboxes =
 
*[[Skyboxcreation|Notes about skyboxes]] notes on a prerendered sky box or cube map.
 
 
 
= Mutators =
 
Mutators are files that add new content to exiting game files. "[http://springfiles.com/spring/tools/spring-features Spring Features]" is an example of a mutator.
 
This section needs a proper description.
 
[http://springrts.com/phpbb/viewtopic.php?f=13&t=21808 http://springrts.com/phpbb/viewtopic.php?f=13&t=21808]
 
= Archiving a Map =
 
<div>Spring reads two different archive formats, 7zip and zip. Both archives are named sd7 and sdz, respectively. 7zip files are made by The 7zip archive program, available at&nbsp;[http://www.7-zip.org/ http://www.7-zip.org/]</div><div><br/></div><div>Navigate to your mapcontainer.sdd folder and zip it's contents into either a .7z file or .zip (7zip format is '''HIGHLY RECOMMENDED'''!), usually naming schemes follow the actual mapname (&lt;mapname.sd7&gt;, such as&nbsp;EvoRTS-Craggy_Creek-v08.sd7</div><div><br/></div><div>http://www.evolutionrts.info/random/examplearchivewith7zip.jpg<br/></div><div><br/></div><div>Once completed, copy the sd7/sdz file to your maps folder. At this point, be sure to remove the .sdd ending from your mapcontainer.sdd folder (or change the map name/version contained withing), otherwise you might get sync errors because spring is reading from the wrong archive source.</div>
<br/>[[Category:Map making|Map_making]]
 
= Tools =
 
*[[Maps:SpringMapEdit|Frostregen's SpringMapEdit]]. 3D editing, Compiles and import SM2 directly. Beginner friendly but still powerful.
*[[MapConv]] Map converter program, compiles maps.
*[[MapConvNG]] Rewrite of MapConv that works on linux / 64 bit.
*[[Maps:Map Designer]]&nbsp;'''(Outdated, Depreciated)''' Hugh's 3D map designer. Splatting, heightmap editing, splat painting, SM3
*[http://www.springfiles.com/show_file.php?id=1679 Starting position creator]: Or you can always find out the hard way which x/y coordinates are good by starting spring and having a look at the mouse cursor coordinates.
*[http://code.google.com/p/conflictterra/source/browse/games/CT/luaui/widgets/tp_coordinate_help.lua Coordinate Helper widget] A small widget that helps you with finding coordinates ie for start positions. Every time you put down a marker it will log its position in [[Infolog.txt]] and also in MAPNAME_coordinates.txt Helpfull if you need to get lots of map coordinates and do not want to write them down by hand. (it writes SpawnResource in front of the coordinates but you can ignore or edit the widget)
 
= SSMF Mapmaking Tutorial (Using JK's Blueprint) =
 
'''*A Note to wiki Editors*'''
 
<code>The below listed tutorial needs to be pulled apart and separated into proper pages following an outline, making it much easier for future addition and proper documentation separation.</code>
 
[[Creating a map using blueprint|Creating a Map using Blueprint]]
 
= Depreciated and Outdated Map Making Documentation =
 
[[Depreciated_Map_Making_Guides|Depreciated Map Making Guides]]
 
<br/>[[Category:Map making|Map_making]] <br/><br/>

Latest revision as of 00:34, 25 February 2014

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