Tutorial:CreateMaps(Fnordia et al): Difference between revisions

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'''Original by aGorm'''
[[Engine_Development|Development]] < [[Map_development|Map Development]] < {{FULLPAGENAME}}
 
<!-- BEGIN COMMENT
 
Where possible I (rjn945) have replaced HTML with wiki markup.
A quick guide to wiki markup is available at:
http://taspring.clan-sy.com/wiki/Help:Editing
In short: Use #'s for numbered lists
 
I took out this:
'''Edited by: --None--'''
I don't think it is necessary.
If any one really wants to see the editors, they can check the history.
At very least it should not be there when no one has edited it yet.
(Other than me, and I don't think mine name should be on it.
All I've done is clean things up.)
 
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== The Idea ==


==The Idea==
First of all you need an idea. There is no point (OK, there is some point for test purposes) in making a map just like another one that already exists. You need to think of certain things before you make your map.
First of all you need an idea. There is no point (OK, there is some point for test purposes) in making a map just like another one that already exists. You need to think of certain things before you make your map.
# Is this map idea different, not just a copy of someone else's?
# Is this map idea different, not just a copy of someone else's?
Line 30: Line 12:
You should probably doodle it on a piece of paper to act as a guide later.
You should probably doodle it on a piece of paper to act as a guide later.


== The Tools ==
==The Tools==
 
With your idea hopefully sketched out, it's time to get the tools to make the map! (You can skip this if you already have them.)
With your idea hopefully sketched out, it's time to get the tools to make the map! (You can skip this if you already have them.)


I'm going to suggest (nay, insist!) you use the [http://www.fileuniverse.com/?page=showitem&ID=861 Buggi SHARP MAP] program, because it does everything the command-line version does and more. And it's easy for people to understand.
For all your map compiling needs you should first download the newest [[MapConv]] program.
Please note that you must put SHARP MAP in a folder with no spaces... so not in "...program files/mapcon" as it wont work.


You will also need some image editing software. Favorites are Photoshop, the [http://www.gimp.org/ GIMP], And Paintshop Pro.
You will also need some image editing software. Favorites are Photoshop, the [http://www.gimp.org/ GIMP], And Paintshop Pro.
Line 41: Line 21:
(I'm going to have to assume you know how to use the program you choose. If you can't there are loads of tutorials on the net.)
(I'm going to have to assume you know how to use the program you choose. If you can't there are loads of tutorials on the net.)


You may also want to check out [http://www.planetside.co.uk/terragen/ Terragen] for rendering terrain. But as you have to pay to render anything of a good size, I won't mention it other than here.
You may also want to check out [http://www.planetside.co.uk/terragen/ Terragen] for generating terrain. But as you have to pay to render anything of a good size, I won't mention it other than here.


Another tool for rendering terrain is the freeware tool [http://www.delphigl.de/projects/terrtexgen/eng_index.html TerrTexGen]. "It generates a terraintexture on the base of a grayscale heightmap und uses five surfacetextures that are distributed over the heightmap."
Another tool you might find useful is the freeware tool [http://www.delphigl.de/projects/terrtexgen/eng_index.html TerrTexGen]. It's useful for previewing your heightmap before compiling, but unless your texturemap is 4096 on both sides, you might find that the texturemaps that it creates are too small.


== Prepering your map ==
Finally, there is tool called [http://www.bundysoft.com/L3DT/ L3DT] which you might also find useful.  It seems to be a program that is specificly designed for creating large height/texture maps.  The free version is capable of rendering a heightmap as big as 4096x4096, and can generate a texturemap that is proportional to the heightmap.  Of the mentioned packages, this seems the most useful and complete.


==Preparing your map==
This is the fun part! And also, often, the longest part.
This is the fun part! And also, often, the longest part.


For a Map you will need several different things:
For a map you will need several different things:
# a texture map
# a texture map
# a height map
# a height map
# a metal map
# a metal map


They all have certain needs! Read this bit carfully!
They all have certain needs! Read this bit carfully!


All maps are based on a texture image. This image's width and height must be an exact multiple of 1024 pixels. So, for instance, you can have a "4096 by 8192" image, but not a "4096 by 4608" image, as 4608 does not divide by 1024. It, like  all three maps, must be saved as a 24 bit BMP.  
===Texture Map===
All maps are based on a texture image. This image's width and height must be an exact multiple of 1024 pixels. So, for instance, you can have a "4096 by 8192" image, but not a "4096 by 4608" image, as 4608 does not divide by 1024. It, like  all three maps, must be saved as a 24 bit BMP. A 1024x1024 Texture will produce a map shown as '2x2' in the launcher.


It may look like whatever you want! Find a texture (preferably one that you can tile seamlessly) and fill your texture map with it. You could, for instance, fill the whole image with a sand texture. This would make your whole world look like sand. You could then deside to add a few patches of grass to it by finding a suitable grass texture and adding it on in patches. So you'd have a map that was mostly sand with a few patches of green.  
It may look like whatever you want! Find a texture (preferably, one that you can tile seamlessly) and fill your texture map with it. You could, for instance, fill the whole image with a sand texture. This would make your whole world look like sand. You could then decide to add a few patches of grass to it by finding a suitable grass texture and adding it on patches. So you'd have a map that was mostly sand with a few patches of green.


Next is the height map. This must be exactly one eighth (1/8) of the size of the texture map '''+ 1 pixel!''' For instance, if the dimensions of your texture map are "4096 by 8192", divide 4096 and 8192 each by 8 and add one to the result of each. The result for this example would be "513 by 1025". The height map is a black and white BMP. Only use black and white, no colour!
Because of the way the map compiler works, it will '''greatly''' reduce your map filesize if you use 32x32 tiles on your texture map. So, whenever you have to fill a large area with a repeating pattern, make sure the small square you're repeating is 32x32 (or a multiple of it).


White ares are the tops of mountains; black areas are the sea floor or the bottom of valleys. The shades of grey between are the different heights between! When you draw your heightmap, make sure the white blends into the black with greys. I suggest you use the blur tool. If you have a white splodge in a patch of black you will have a very tall pillar that won't look natural at all!
===Height Map===
Next is the height map. This must be exactly one eighth (1/8) of the size of the texture map '''+ 1 pixel!''' For instance, if the dimensions of your texture map are "4096 by 8192", divide 4096 and 8192 each by 8 and add one to the result of each. The result for this example would be "513 by 1025". The height map is a black and white BMP. Only use black and white, no colour! (well its better to work it as a greyscale image, and when saving to process, convert to rgb and save as bmp, that way you get a 24 bit bmp)


White areas are the tops of mountains; black areas are the sea floor or the bottom of valleys. The shades of grey between are the different heights between! When you draw your heightmap, make sure the white blends into the black with greys. I suggest you use the blur tool. If you have a white splodge in a patch of black you will have a very tall pillar that won't look natural at all!
===Metal Map===
Finally, you need a metal map. This is the same size as the height map, one eighth (1/8) of the size of the texture map '''+ 1 pixel.''' On this one you paint down red (in verying degrees) to represent metal. So a red spot that is RGB(50,0,0) will provide about a 5th of the metal patch of red RGB(255,0,0) will give.
Finally, you need a metal map. This is the same size as the height map, one eighth (1/8) of the size of the texture map '''+ 1 pixel.''' On this one you paint down red (in verying degrees) to represent metal. So a red spot that is RGB(50,0,0) will provide about a 5th of the metal patch of red RGB(255,0,0) will give.


Line 70: Line 57:
Ensure you have all three saved as 24 bit BMPs and you're ready to convert it all to a map!
Ensure you have all three saved as 24 bit BMPs and you're ready to convert it all to a map!


== Sharp Map ==
== MapConv.exe ==
 
Instructions pulled from the newest [[MapConv]] program. If all goes well, the <code>MapConv.exe</code> should create four new files: <code>mini.bmp</code>, <code>mini.dds</code>, <code>yourmapname.smf</code>, and <code>yourmapname.smt</code>
 
Converts a series of .bmp/.raw files to a Spring map. This just creates the .smf file, you will also have to create a .smd file using a text editor or Maelstrom's SMD creator.
 
==Mothers MapConv==
 
[[Mothers MapConv]] is nearly the same Program but it allows to place all Features on their own Featuremap.
 
===But what are these 'Arbitrary Features,' Im so confused!===
They are 'features' found in the /features/All Worlds or /features/corpses filesystems.  Which feature is 'type 1' is defined on a map-by-map basis via a new file called 'fs.txt'.  This file should contain <cr> delimited feature names. The first line is the feature placed when a red=255 dot is found, etc.
 
=== Ok, Now what do I do? ===
If you are using any custom features, and/or you want to mod-proof your map, you should include them in the [[sd7]] that you package the map in.  The tree structure should look something like:
 
<mapname.sd7>
-maps/
-mapname.smf
-mapname.smt
-mapname.smd
-Objects3d/
-<featurename[s]>.3do(specified in the tdf)
-features/
-All Worlds/
(and/or)
-Corpses/
-<featurename[s]>.tdf
-textures/
-tatex/
-<texname[s]>00.bmp or .tga
 
Without getting into modding/unit making I will say that the <code>.tdf</code> tells you the name of the <code>.3do</code> ("<code>Object=</code>"), and the name of the 'feature' is in the top brackets.  The <code>.3do</code> specifies the texture names.  The engine looks for those texture names + 00 in either bmp or tga format in tatex.
 
Examples of a built-in XTA wreckage name would be <code>armckfus_dead</code> which would be looking for a tdf (likely <code>armckfus_dead.tdf</code>) that has a <code>[armckfus_dead]</code> section which then specified something like:
<code>Object=armckfus_dead</code>
<code>armckfus_dead.3do</code> would then specify some texture like <code>wreck01b</code> which would go looking for either a <code>wreck01b00.bmp</code> or <code>wreck01b00.tga</code> file.
 
==Making your map work==
This is the final push. Once Sharp map has finshed it will spit out a .sm2 file. This needs to be copied to the MAPS folder in Spring. But you still need one more thing: an .smd file. Basically, this file tells the game things like the maximum metal, the light colours, the clouds, etc. (All the bits you were thinking that you hadn't done yet!)
 
I would suggest you copy the .smd of another map and fiddle with the settings until you get what you want. smd's can be opened in notepad or similar. Look at all the .smd's so you can get a jist of what each option does. Make sure both the .sm2 and .smd have the same file name then start up Spring (not the client!) in [http://taspring.clan-sy.com/wiki/FAQ#People_talk_about_.27Single_Player.27._How_do_I_start_a_single_player_game.3F single-player mode] and run the commanders script. Choose your map and away you go!
 
==SMD Rundown==
What follows is all that we (aGorm and LathanStanley) have figured out in the SMD's. Its by no means the be all and end all, but it's the next best thing.
 
* Goto [[Maps:SMD]] for a more detailed listing
===General Map Information===
* Description is just a short description of your map. Keep it simple.
* TidalStrength determines how much energy tidal generators will produce. A normal figure is around 20.
* Gravity, as you would expect, affects ballisitcs and how far units fly after an explosion.
* MaxMetal is the maximum amount of metal you will gain from one game square in 1 second from an area of metal that had a red value of 255 in your metal map. If making an old style metal deposit map, then this will be quite high: maybe 2 or 3. If you are making a new style metal-all-over-the-place-map, then it will be low: perhaps 0.2. Also for old style maps, you'll have to fiddle with the...
* ExtractorRadius, which is the area that is harvested by 1 metal extractor. For old style maps make this very small, so as they only take from one deposit.
 
=== Atmosphere, Water Colours ===
Each value (it would appear this bit is by no means gospel) is a representation of the RGB values for that parameter. It would appear to be relative, i.e. you can put in what ever numbers you like and the game will work out what you want.


Here's a easy run down of what to do.  
The best way to go about it is to look at it as percentages.
First, (you guessed it) open Sharp Map.  
The numbers 1, 0.5, 0.2 refer to 100% red, 50% green and 20% blue. But 2, 1, 0.4, will get the same result. Using numbers below one for all the numbers will result in the colour being less bright.
This brings you a window with several fields that need filling, a few option boxes and two sliders. Fill in the top fields as required. (Click browse, locate the texture map, and click OK. Repeat for the height map and metal map.)


Type in a figure for MAX HEIGHT and MIN HEIGHT. The MAX HEIGHT should not exceed 500. Higher numbers can cause errors. If your minimum height is a negative number then you will have water on your map. Sea level is, naturally enough, at 0. To the right of these boxes is a grey level calculator. This will tell you aproximatly the level of grey on your height map that is under water and above water. The grey is described by it's RGB values.
This is all a bit confusing so an example will be given:


Then adjust the tree and grass sliders. If you have a green map then I suggest you lower the tree slider, otherwise the map will be covered!
SkyColor=0.2 0.1 0.5;


(EXAMPLE) the starting locations of the sliders are approx. 75% trees 80% grass... on a green portion of any map with any hue (>200 green <75 red <75 blue) it will end up completely FULL of trees on the default settings, reducing the sliders to around 20% or less (20% is still kinda dense) will make the green areas MUCH more playable, and still have a good quantity of trees in the deep green parts. However, you will lose almost all your trees in brown/green areas, and any area without any green. It would seem the most suitable, for a green map, to be green everywhere, except for cliffsides, rocky patches, water, sand, and mud, if you want the trees to look pretty. Another idea would be to have the dirt brown, and have very thick green splotches of grass (30x30 pixels) where you want a few trees to be. (edit by: LathanStanley)
In this example the sky is coloured with 20% red, 10% green, and 50% blue, approximatly RGB(51,25,127), resulting in a very deep night-time blue. Other colours are added to the initial sky colour. If you set your sun as being a pale yellow and it came out rather green, this is why.  


Finally, you need to decide if you need to tick the inverse height map box or not. If you drew the height map by hand so that if you overlayed your height map over the texture the hills would line up with the hills, etc. then you will need to tick the box.
One helpful tip is ''negative'' colour. That's right: you can type in a negative number for a colour and it will remove it from the base sky colour. Just be careful not to go below the original values or you may get a surprise.
This is because the image is read ''backwards'', so its expecting the image to be upside-down. Ticking the check box makes it flip the image the way it wants it before conversion.
If you exported your texture and height maps from Terragen, then you do not need to tick this box, as Terragen exports it upside-down already.
If you were crazy and drew it upside-down, then you don't need to tick it either.


When you have completed all this click Create Map!
===The Sun System/Shadow System===
This can take some time for a larger map, so start off with a small one.
The Sun System/Shadow System is quite a useful tool as well in making your maps look ''well done''. 
Within the <code>.smd</code> file there is a line:


If there is a Error massege, check if there is a space in any direktory of a file loded by sharp map. If that doesn't work, contakt buggi or post it in the forum, somebody will allways help.
: <code>SunDir=-1 1 -.5; //direction of sun</code> <small>(The part after the "//" is a comment)</small>


== Making your map work ==
The numbers "-1", "1", ".5" determine the angle and elevation of the sunlight system.


This is the final push. Once Sharp map has finshed it will spit out a .sm2 file. This needs to be copyed to the MAPS folder in Spring. But you still need one more thing: an .smd file. Basically, this file tells the game things like the maximum metal, the light colours, the clouds, etc. (All the bits you were thinking that you hadn't done yet!)
The first number is the X angle (East/West) (from -1 to 1) where any negative number means the sun is on the West (and therefore shadows will be cast east), and any positive number means the sun is on the East (and therefore shadows will be cast west), and if the number is 0 there are no east or west shadows, the sun is directly above you.  


I would suggest you copy the .smd of another map and fiddle with the settings until you get what you want. smd's can be opened in notepade or similar. Look at all the .smd's so you can get a jist of what each option does. Make sure both the .sm2 and .smd have the same file name then start up Spring (not the client!) in [http://taspring.clan-sy.com/wiki/FAQ#People_talk_about_.27Single_Player.27._How_do_I_start_a_single_player_game.3F single-player mode] and run the commanders script. Choose your map and away you go!
The second is its elevation, (0 to 1), this number is how far from the horizion the sun is, ignoring it's angle. Thus, 1 puts the sun directly overhead (while still casting angular shadows) and 0 putting it directly on the horizion.  


(Edit:)
The final number is the Z angle (North/South). (I know, I know, they wrote the engine with Y as elevation and Z as vertical. Don't blame me.) It is just like the East West positioning, where negative numbers put them on the North, and positive numbers put them on the South.  
The Sun System/Shadow System is quite a useful tool as well in making your maps look WELL DONE. 
Within the .smd file there is a line: "SunDir=-1 1 -.5; //direction of sun (...comment)"
The numbers "-1", "1", ".5" determine the angle and elevation of the sunlight system. The first number is its X angle (East/West) (from -1 to 1) where any -# means the sun is on the West therefore shadows will be cast East, any +# means the sun is on the East therefore shadows will be cast West, and if the #=0 there is no East or West shadows, the sun is directly above you, or North/South of you. The second is its elevation, (0 to 1), this number is how far from the horizion the sun is, ignoring its angle. Thus, 1 puts the sun directly overhead (still casting angular shadows...) and 0 putting it directly on the horizion. The final number is the Z angle (North/South) (I know I know, they wrote the engine with y as elevation and z as vertical don't blame me) where its just like the East West positioning, where -#'s put them on the North, and +#'s put them on the South.  


EXAMPLE USEAGE:
'''Example Usage:''' If you want the shadows ''in'' one of the boxes (your shadow casting surface is in the middle), use the numbers provided, or start from them and tweak the angle and sun height as seen fit.
if you want the shadows IN one of the boxes (your shadow casting surface is in the middle), use the numbers provided, or start from them and tweak the angle and sun height as seen fit.


                            N
[[Image:ShadowDirection.gif]]
      ----------------------------------------------
      |  ( 1 .5 -1)  |  ( 0 .5 -1)  |  (-1 .5 -1)  |
      ----------------------------------------------
  W  |  ( 1 .5  0)  |  ( 0  1  0)  |  (-1 .5  0)  |  E
      ----------------------------------------------
      |  ( 1 .5  1)  |  ( 0 .5  1)  |  (-1 .5  1)  |
      ----------------------------------------------
                            S


(Edit by: LathanStanley)
'''Note:''' on the current build, it ''will'' cast the shadows in the proper direction, etc. Negative direction numbers tend to make some maps unstable and cause crashes. The best solution would be to rotate or flip your map to where the shadows point up or right (North or West). I do believe these bugs are being worked on and will be fixed soon.


I can only hope this is helpful!
We can only hope this has been helpful! Any questions, or things you think we have missed, please ask us in the maps section.


Yours... '''aGorm'''
[[Category:Tutorial]]
[[Category:Map making]]

Latest revision as of 09:24, 19 October 2014

Development < Map Development < Tutorial:CreateMaps(Fnordia et al)

The Idea

First of all you need an idea. There is no point (OK, there is some point for test purposes) in making a map just like another one that already exists. You need to think of certain things before you make your map.

  1. Is this map idea different, not just a copy of someone else's?
  2. Does my map idea give each player a fair share of the cover and high ground?
  3. Is my map idea possible to make?
  4. Is it possible with the amount of time I'm willing to spend?

If you answered yes to the above, then you are 25% of the way towards making your map!

You should probably doodle it on a piece of paper to act as a guide later.

The Tools

With your idea hopefully sketched out, it's time to get the tools to make the map! (You can skip this if you already have them.)

For all your map compiling needs you should first download the newest MapConv program.

You will also need some image editing software. Favorites are Photoshop, the GIMP, And Paintshop Pro. The GIMP, however, is the only one that's free! (I'm going to have to assume you know how to use the program you choose. If you can't there are loads of tutorials on the net.)

You may also want to check out Terragen for generating terrain. But as you have to pay to render anything of a good size, I won't mention it other than here.

Another tool you might find useful is the freeware tool TerrTexGen. It's useful for previewing your heightmap before compiling, but unless your texturemap is 4096 on both sides, you might find that the texturemaps that it creates are too small.

Finally, there is tool called L3DT which you might also find useful. It seems to be a program that is specificly designed for creating large height/texture maps. The free version is capable of rendering a heightmap as big as 4096x4096, and can generate a texturemap that is proportional to the heightmap. Of the mentioned packages, this seems the most useful and complete.

Preparing your map

This is the fun part! And also, often, the longest part.

For a map you will need several different things:

  1. a texture map
  2. a height map
  3. a metal map


They all have certain needs! Read this bit carfully!

Texture Map

All maps are based on a texture image. This image's width and height must be an exact multiple of 1024 pixels. So, for instance, you can have a "4096 by 8192" image, but not a "4096 by 4608" image, as 4608 does not divide by 1024. It, like all three maps, must be saved as a 24 bit BMP. A 1024x1024 Texture will produce a map shown as '2x2' in the launcher.

It may look like whatever you want! Find a texture (preferably, one that you can tile seamlessly) and fill your texture map with it. You could, for instance, fill the whole image with a sand texture. This would make your whole world look like sand. You could then decide to add a few patches of grass to it by finding a suitable grass texture and adding it on patches. So you'd have a map that was mostly sand with a few patches of green.

Because of the way the map compiler works, it will greatly reduce your map filesize if you use 32x32 tiles on your texture map. So, whenever you have to fill a large area with a repeating pattern, make sure the small square you're repeating is 32x32 (or a multiple of it).

Height Map

Next is the height map. This must be exactly one eighth (1/8) of the size of the texture map + 1 pixel! For instance, if the dimensions of your texture map are "4096 by 8192", divide 4096 and 8192 each by 8 and add one to the result of each. The result for this example would be "513 by 1025". The height map is a black and white BMP. Only use black and white, no colour! (well its better to work it as a greyscale image, and when saving to process, convert to rgb and save as bmp, that way you get a 24 bit bmp)

White areas are the tops of mountains; black areas are the sea floor or the bottom of valleys. The shades of grey between are the different heights between! When you draw your heightmap, make sure the white blends into the black with greys. I suggest you use the blur tool. If you have a white splodge in a patch of black you will have a very tall pillar that won't look natural at all!

Metal Map

Finally, you need a metal map. This is the same size as the height map, one eighth (1/8) of the size of the texture map + 1 pixel. On this one you paint down red (in verying degrees) to represent metal. So a red spot that is RGB(50,0,0) will provide about a 5th of the metal patch of red RGB(255,0,0) will give.

On this map you can also place green pixels. Each green pixel will create 1 geothermal vent. If you put down a green splodge you will get a cluster of geo vents! Only place 1 pixel.

Ensure you have all three saved as 24 bit BMPs and you're ready to convert it all to a map!

MapConv.exe

Instructions pulled from the newest MapConv program. If all goes well, the MapConv.exe should create four new files: mini.bmp, mini.dds, yourmapname.smf, and yourmapname.smt

Converts a series of .bmp/.raw files to a Spring map. This just creates the .smf file, you will also have to create a .smd file using a text editor or Maelstrom's SMD creator.

Mothers MapConv

Mothers MapConv is nearly the same Program but it allows to place all Features on their own Featuremap.

But what are these 'Arbitrary Features,' Im so confused!

They are 'features' found in the /features/All Worlds or /features/corpses filesystems. Which feature is 'type 1' is defined on a map-by-map basis via a new file called 'fs.txt'. This file should contain <cr> delimited feature names. The first line is the feature placed when a red=255 dot is found, etc.

Ok, Now what do I do?

If you are using any custom features, and/or you want to mod-proof your map, you should include them in the sd7 that you package the map in. The tree structure should look something like:

<mapname.sd7>
-maps/
-mapname.smf
-mapname.smt
-mapname.smd
-Objects3d/
-<featurename[s]>.3do(specified in the tdf)
-features/
-All Worlds/
(and/or)
-Corpses/
-<featurename[s]>.tdf
-textures/
-tatex/
-<texname[s]>00.bmp or .tga

Without getting into modding/unit making I will say that the .tdf tells you the name of the .3do ("Object="), and the name of the 'feature' is in the top brackets. The .3do specifies the texture names. The engine looks for those texture names + 00 in either bmp or tga format in tatex.

Examples of a built-in XTA wreckage name would be armckfus_dead which would be looking for a tdf (likely armckfus_dead.tdf) that has a [armckfus_dead] section which then specified something like: Object=armckfus_dead armckfus_dead.3do would then specify some texture like wreck01b which would go looking for either a wreck01b00.bmp or wreck01b00.tga file.

Making your map work

This is the final push. Once Sharp map has finshed it will spit out a .sm2 file. This needs to be copied to the MAPS folder in Spring. But you still need one more thing: an .smd file. Basically, this file tells the game things like the maximum metal, the light colours, the clouds, etc. (All the bits you were thinking that you hadn't done yet!)

I would suggest you copy the .smd of another map and fiddle with the settings until you get what you want. smd's can be opened in notepad or similar. Look at all the .smd's so you can get a jist of what each option does. Make sure both the .sm2 and .smd have the same file name then start up Spring (not the client!) in single-player mode and run the commanders script. Choose your map and away you go!

SMD Rundown

What follows is all that we (aGorm and LathanStanley) have figured out in the SMD's. Its by no means the be all and end all, but it's the next best thing.

  • Goto Maps:SMD for a more detailed listing

General Map Information

  • Description is just a short description of your map. Keep it simple.
  • TidalStrength determines how much energy tidal generators will produce. A normal figure is around 20.
  • Gravity, as you would expect, affects ballisitcs and how far units fly after an explosion.
  • MaxMetal is the maximum amount of metal you will gain from one game square in 1 second from an area of metal that had a red value of 255 in your metal map. If making an old style metal deposit map, then this will be quite high: maybe 2 or 3. If you are making a new style metal-all-over-the-place-map, then it will be low: perhaps 0.2. Also for old style maps, you'll have to fiddle with the...
  • ExtractorRadius, which is the area that is harvested by 1 metal extractor. For old style maps make this very small, so as they only take from one deposit.

Atmosphere, Water Colours

Each value (it would appear this bit is by no means gospel) is a representation of the RGB values for that parameter. It would appear to be relative, i.e. you can put in what ever numbers you like and the game will work out what you want.

The best way to go about it is to look at it as percentages. The numbers 1, 0.5, 0.2 refer to 100% red, 50% green and 20% blue. But 2, 1, 0.4, will get the same result. Using numbers below one for all the numbers will result in the colour being less bright.

This is all a bit confusing so an example will be given:

SkyColor=0.2 0.1 0.5;

In this example the sky is coloured with 20% red, 10% green, and 50% blue, approximatly RGB(51,25,127), resulting in a very deep night-time blue. Other colours are added to the initial sky colour. If you set your sun as being a pale yellow and it came out rather green, this is why.

One helpful tip is negative colour. That's right: you can type in a negative number for a colour and it will remove it from the base sky colour. Just be careful not to go below the original values or you may get a surprise.

The Sun System/Shadow System

The Sun System/Shadow System is quite a useful tool as well in making your maps look well done. Within the .smd file there is a line:

SunDir=-1 1 -.5; //direction of sun (The part after the "//" is a comment)

The numbers "-1", "1", ".5" determine the angle and elevation of the sunlight system.

The first number is the X angle (East/West) (from -1 to 1) where any negative number means the sun is on the West (and therefore shadows will be cast east), and any positive number means the sun is on the East (and therefore shadows will be cast west), and if the number is 0 there are no east or west shadows, the sun is directly above you.

The second is its elevation, (0 to 1), this number is how far from the horizion the sun is, ignoring it's angle. Thus, 1 puts the sun directly overhead (while still casting angular shadows) and 0 putting it directly on the horizion.

The final number is the Z angle (North/South). (I know, I know, they wrote the engine with Y as elevation and Z as vertical. Don't blame me.) It is just like the East West positioning, where negative numbers put them on the North, and positive numbers put them on the South.

Example Usage: If you want the shadows in one of the boxes (your shadow casting surface is in the middle), use the numbers provided, or start from them and tweak the angle and sun height as seen fit.

Note: on the current build, it will cast the shadows in the proper direction, etc. Negative direction numbers tend to make some maps unstable and cause crashes. The best solution would be to rotate or flip your map to where the shadows point up or right (North or West). I do believe these bugs are being worked on and will be fixed soon.

We can only hope this has been helpful! Any questions, or things you think we have missed, please ask us in the maps section.