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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.
 
= 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]]
 
== 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. "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]
 
= 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)
 
= 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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