Mapdev:Tutorial Intermediate: Difference between revisions

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= Map Features =
= Map Features =
# Unzip the additional stuff archive into your working directory
Map features are the extra bits and bobs added to a map that give it extra bling eg.  bushes, trees, houses, rocks etc. You can bundle them with your map, or you can create a dependency to external archives like [[SpringFeatures]]. For this tutorial we will be bundling the features with the map.
# copy the folders into your map.sdd directory
{{infobox|title=Tip|icon=icon-tip.png|color=rgba(255,255,0,0.1)
# edit the set.lua file to contain references to the map features
|body=There is not a simple, solid, mature way to cover your map with features yet. Provided here are instructions for the simplest method, but its very time consuming and tedious. There are better methods that yield good results, you can find them listed in the [[Mapdev:features|features]] page.}}
: FIXME, i understand that this is completely uneconomical, and will put here some links to material on how to place features in a more timely/robust fashion.
<ol>
* link to a mapfeatures features archive page which describes how to use the mapfeatures archive in your maps.
<li>Unzip the additional stuff archive into your working directory
* link to featureplacer howto page
<li>Copy the ... folders into your map.sdd directory
<li>Edit the set.lua file to contain references to the map features
</ol>
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
|+ Example
|+ Example
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|}
|}


= Specular Color =
= Specular Map =
small description of [http://en.wikipedia.org/wiki/Specular_highlight specular highlights].
The [[Mapdev:specular|specular]] map defines how shiny and the colour of the shine that the terrain is, it is useful for ice & snow, polished rock, metal, or wet ground types.
 
The Specular map can be any size, and is stretched over the terrain.
<ol>
<li>Create a 1024x1024 RGB image
<li>Paint it white
{{infobox|title=Tip|icon=icon-tip.png|color=rgba(255,255,0,0.1)
|body=It is most often the case that you will leave the texture full white as most specular reflection is white, in certain circumstances though you will want to have coloured reflections.}}
<li>save the image to your working directory
{| class="wikitable" width="100%"
|+ Example
| (picture of specular color map)
|-
! Example Specular Color Map
|}
<li>Create another 1024x1024 greyscale image
<li>Paint it such that black is matt finish, and white is full specularity. you will probably want to keep it mostly black, with some slight grey around specific areas.
<li>save the image to your working directory
{| class="wikitable" width="100%"
|+ Example
| (picture of specular Value map)
|-
! Example Specular Value Map
|}
<li>Combine the two images into one 1024x1024 RGBA image
<li>Save the result to ... directory as spec.png
</ol>
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
|+ Example
|+ Example
| (picture of specular map) || (picture of resulting game terrain )
| (picture of final spec map) || (gif of resulting game terrain )
|-
|-
! Example Specular Map !! In Game Result
! Example Specular Map !! In Game Result
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= Detail Splatting =
= Detail Splatting =
detail texture splatting adds a lot of fine detail onto the map.
Detail texture splatting adds a lot of fine detail onto the map. link to [[Mapdev:detailsplat]]
<ol>
<ol>
<li>Collect 4 detail textures that you would like to have your terrain multiplied by
<li>Collect 4 detail textures that you would like to have your terrain multiplied by
Line 73: Line 101:


= Lighting =
= Lighting =
could be fun to explain
could be fun to explain link to [[Mapdev:lighting]]
{| class="wikitable"
{| class="wikitable"
|+ Examples
|+ Examples
Line 85: Line 113:
|}
|}
= Review =
= Review =
From this tutorial you have been able to really increase the detail level of your map using: features, specular highlights, detail splatting and lighting.


give a directory structure listing
= Finalizing =
= Finalizing =
continue to [[Mapdev:Tutorial_finalizing|this]] page to compile and archive your map for play
continue to [[Mapdev:Tutorial_finalizing|this]] page to compile and archive your map for play

Revision as of 07:19, 17 December 2012

Beginners Tutorial Stage 2

This beginners tutorial is aimed at getting you from nothing, to something simple, from which you can then extend by looking through the more detailed technical documentation.

What you will need

  • An image editor, such as GIMP or Adobe Photoshop, etc
  • 7zip
  • MapConvNG
  • A copy of the map we used in the first tutorial
  • This archive which contains a couple of things you will need.(features)

There are a multitude of other tools you can use to make maps, however for the purposes of this beginners tutorial, these are the only ones you will need. Check the tools section for more information.

Download example

  • Here is a link to the map from the first tutorial to continue on with
  • Here's a link to this finished tutorial

Map Features

Map features are the extra bits and bobs added to a map that give it extra bling eg. bushes, trees, houses, rocks etc. You can bundle them with your map, or you can create a dependency to external archives like SpringFeatures. For this tutorial we will be bundling the features with the map.

Tip
There is not a simple, solid, mature way to cover your map with features yet. Provided here are instructions for the simplest method, but its very time consuming and tedious. There are better methods that yield good results, you can find them listed in the features page.
  1. Unzip the additional stuff archive into your working directory
  2. Copy the ... folders into your map.sdd directory
  3. Edit the set.lua file to contain references to the map features
Example
 chuck some lua in here for lolz
(picture of resulting game terrain )
Example set.lua text Ingame Result

Specular Map

The specular map defines how shiny and the colour of the shine that the terrain is, it is useful for ice & snow, polished rock, metal, or wet ground types.

The Specular map can be any size, and is stretched over the terrain.

  1. Create a 1024x1024 RGB image
  2. Paint it white
    Tip
    It is most often the case that you will leave the texture full white as most specular reflection is white, in certain circumstances though you will want to have coloured reflections.
  3. save the image to your working directory
    Example
    (picture of specular color map)
    Example Specular Color Map
  4. Create another 1024x1024 greyscale image
  5. Paint it such that black is matt finish, and white is full specularity. you will probably want to keep it mostly black, with some slight grey around specific areas.
  6. save the image to your working directory
    Example
    (picture of specular Value map)
    Example Specular Value Map
  7. Combine the two images into one 1024x1024 RGBA image
  8. Save the result to ... directory as spec.png
Example
(picture of final spec map) (gif of resulting game terrain )
Example Specular Map In Game Result

Detail Splatting

Detail texture splatting adds a lot of fine detail onto the map. link to Mapdev:detailsplat

  1. Collect 4 detail textures that you would like to have your terrain multiplied by
  2. Paint 4 greyscale images of where to splat each detail.
  3. Combine the 4 detail textures into an RGBA image,
Example
(picture of all 4 detail textures) (picture of combined result )
Four detail textures Combined Result
  1. Combine the 4 splat maps into an RGBA image
Example
(picture of all 4 detail distribution maps) (picture of combined result )
Four distribution maps Combined Result

Edit mapinfo.lua

  • tweak splat scales and multipliers
Splat Scales Illustrated
This shows the size of the detail images at different scale sizes.

Lighting

could be fun to explain link to Mapdev:lighting

Examples
(Code goes here) (example image goes here)
(Code goes here) (example image goes here)
(Code goes here) (example image goes here)
Example lighting variables In game result

Review

From this tutorial you have been able to really increase the detail level of your map using: features, specular highlights, detail splatting and lighting.

give a directory structure listing

Finalizing

continue to this page to compile and archive your map for play

I want more

This concludes the Beginners tutorial, there are loads more things you can do with maps so have a look through the documentation and think out of the box (show pictures of novel concepts, like bridges, scripted terrain, map borders etc.