Tutorial:MapMaking(Runecrafter): Difference between revisions

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*'''Art App'''
*'''Art App'''
**Some kind of 2D art program, like [http://www.adobe.com/products/photoshop/main.html Photoshop], [http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&pfid=1047024307383&pid=1047025487586&cid=1047025488099&trkid=googlepsp&trkid=14679803 Paint Shop Pro], or [http://www.gimp.org/ The Gimp].
**Some kind of 2D art program, like [http://www.adobe.com/products/photoshop/main.html Photoshop], [http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display
 
*'''5 Images'''
**You will need to create 5 images: Height, Metal, Type, Featuremap, Texture<br>(Type is optional).
 
*'''[http://www.fileuniverse.com/?p=showitem&ID=1507 Mother's Mapconv]'''
*'''[http://www.fileuniverse.com/?p=showitem&ID=1507 Mother's Mapconv 'Optimized']'''
**A program  to compile the 5 images into the map for Spring.
 
*'''[http://www.7-zip.org/ 7Zip]'''
**You will need this program (alot like WinZip) to compress the map<br>into a .sd7 or .sdz after you are done compiling with Mother's Mapconv.
 
 
==Ok Let's Get Started...==
 
*'''Step 1: Size'''
**First we will need to determine the size that our map will be.Think of it this way,<br> a Spring map that is 2x2 in size will use a texture image that is 1024x1024<br>where a 4x4 map uses a texture image of 2048x2048 etc..<br>To get an idea of how big a map is,<br>10x10 or less is small<br>12x12 - 16x16 Medium<br>18x18 - 24x24 Large<br>26x26 - 30x30 Giant<br>32x32 and up OMG!<br>To my knowledge, 64x64 is the largest that Spring can take at this time.<br>For this tutorial we will make a 16x16 (Medium) Map.<br>
 
*'''Step 2: Height Map'''
**The Height map is the image that determines the shape of the map(i.e.- hills,<br> valleys, mountains, etc.). It is a <font color="red">Gray Scale</font> image, that means that it only<br> uses the colors of Black and White. Where black is the lowest point on the map<br>and white is the highest point on the map.<br>There are 255 shades in the gray scale- where 0,0,0 is black and 255,255,255<br>is white.
**Ok, now to make our Height map.<br>First, we need to determine the size that our Height map image needs to be.<br>Since our map is 16x16 that means that our Texture image will be 8192x8192,<br><font color="red">the Height map is 1/8 the size of our Texture map +1</font> pixel on both heighth<br>and width.<br>So with that in mind our Height map image should be 1025x1025. After you<br>are done creating your height map save it and leave the image open.
 
*'''Step 3: Metal Map'''
**The Metal map is the image that determines metal placement on the map.<br>This map uses the <font color="red">Red Channel</font>. The Red Channel consists solely of the<br>colors red and black. Black on the Red Channel is equivalent to zero or no<br>metal(in game). Pure red is equivalent to the maximum amount of metal.
**<font color="red">The Metal map should be the same size as your Height map.</font> For example,<br>for our map the Height map is 1025x1025; therefore; the metal map should<br>also be 1025x1025.
**'''Some Advice''' Make sure to disperse the metal equally on all sides of the map<br>as people will be playing on all sides of the map. Also, take note that if you<br>place large amounts of metal in the center of the map or in any one location,<br>people will fight for that particular location above all others. While this might<br>make for interesting game play, the downfall to this is that whoever obtains it<br>will most surely be the victor. Therefore, if you are going to place a large amount<br>of metal in a certain location-make sure the amount is not so large that it destroys<br>game play.
 
*'''Step 4: Type Map (Optional)'''
**The Type map is the image that determines the terrain properties (such as ground<br>hardness and unit movement speed). The Type map uses the <font color="red">Red Channel</font>. The<br>color black or zero is the default terrain type.  The varying shades between black<br>and pure red (255 shades) determine other terrain types.  For example, 0,0,0 =<br>[TERRAINTYPE0] (default), 1,0,0 = [TERRAINTYPE1], and 2,0,0 = [TERRAINTYPE2].<br>You can have up to 255 different terrain types. The terrain types are defined in the<br>.SMD file.
**<font color="red">The Type map should be the same size as your Height map.</font> For example, for our map<br>the Height map is 1025x1025; therefore; the Type map should also be 1025x1025.
 
*'''Step 5: Featuremap'''
**The Featuremap is the image that determines the placement of features such as:<br>trees, grass, geovents, and custom features (i.e.-rocks, buildings, crystals, etc.).<br>
**<font color="red">The Feature map should be the same size as your Height map - 1 pixel</font> on both<br>heighth and width. For example, for our map the Height map is 1025x1025; therefore;<br> the feature map should be 1024x1024.<br>Geovents - Green - 255<br>Trees - Green - 200-215<br>Grass - Blue - 0-255<br>Features - Red - 255-0
 
*'''Step 6: Texture Map'''
**
 
 
[[Category:Map making]]

Revision as of 08:17, 12 April 2007

Runecrafter's Map Tutorial

Greetings, Myself (Runecrafter) and my fiancee (Moonchime) have been working on a map tutorial where we are going to try to teach you how to make maps quickly and easily.

A list of what you will require.

  • Idea
    • You will need to at least have an idea of what kind of map you
      wish to make.