Map development: Difference between revisions

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Fixing Knorke's ridiculous changing of the map development page.
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[[Engine Development|Development]] < {{FULLPAGENAME}}
[[Engine Development|Development]] < {{FULLPAGENAME}}


= New to spring mapping? =
= Getting Started (Tools) =
[[MakingMapsWithBluePrintAndMapConv|If so, this is where you should start]]


= Map making: SM2 =
'''Blueprint:&nbsp;'''[https://github.com/jk3064/Map-Blueprint https://github.com/jk3064/Map-Blueprint]&nbsp;


Maps, are a complex mixture of :
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:
#data text file(can include a whole game:basically info for the following files in png or bmp formats)
#heightmaps(topographic)
#textures
#metalmap(metal for extractor)
#typemap(hardness modifiers)
#featuremap(location of static 3D tree/corpse)
#vegetationmap(grass cosmetic)
:use the [[Maps:SpringMapEdit|SpringMapEdit]] tool to edit existing map or make new ones.


= SSMF Mapmaking Tutorial =
Mapconv


[[MakingMapsWithBluePrintAndMapConv|textfiles for map + tutorial]]
SMFED '''(Deprecated, no longer useful)'''
 
Grout '''(Deprecated, no longer useful unless texture was generated with L3dt utilizing tiles)'''
 
SMD Creator '''(Deprecated, 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 (the <code>.smt</code> and <code>.smf</code> 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]]
 
* [[SSMF:_Normal_Map|Normal 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 =
= Skyboxes =


*[[Skyboxcreation|Notes about skyboxes]] notes on a prerendered sky box or cube map.
*[[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 =
= Tools =
Line 33: Line 138:
*[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)
*[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)


= Reference and FAQs =
= SSMF Mapmaking Tutorial (Using JK's Blueprint) =
 
*[[Map File Format|How maps are stored in the engine]]
*[[Maps:Noob Mistakes]]
*[[Water Height: Mapconv vs. Heightmap]]
 
----


TIPS:
'''*A Note to wiki Editors*'''


A useful tip, on almost every map in a 1v1 you will start opposite your opponent unless you choose your position. this is because random order simply randomly distributes players at the default start points which in almost every map are opposite each other. One exception that I know of is flooded desert where you both start on the left hand island.
<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]]


Make sure that your map's ideas and game-play is sound before you release it for good. Do a lot of beta testing and learn about good level design! You can learn about what makes a good map by playing on good maps, so play often and map well. -url00
= Minimal template =
While JK's Blueprint is very useful for advanced map architects it can be bit confusing if one wants a minimal barebone template with defaults.


JK's template is still useful starting point. Extract it, then delete everything except mapinfo.lua and everything in maps folder (except your .smf and .smt files). Next copy paste following to mapinfo.lua (not the most minimal but minimal enough):
<pre>
local mapinfo = {
  name        = "MyMap",
  shortname  = "",
  description = "",
  author      = "",
  version    = "",
  modtype    = 3, --// 3=map


  teams = {
      [0] = {startPos = {x = 8, z = 8}},
      [1] = {startPos = {x = 16, z = 16}}, 
  },
}
return mapinfo
</pre>
In summary: maps folder with .smf.and .smt files and single mapinfo.lua file. You should be now able to test your map immediately (if files are placed to mapcontainer.sdd).


= <br/> =
[[Talk:Map development|outdated guides]]
= Map Mutators =
= Map Mutators =



Revision as of 04:06, 14 November 2012

Development < Map development

Getting Started (Tools)

Blueprint: https://github.com/jk3064/Map-Blueprint 

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 (Deprecated, no longer useful)

Grout (Deprecated, no longer useful unless texture was generated with L3dt utilizing tiles)

SMD Creator (Deprecated, no longer useful)

Start Position Editor

Das Bruce's Mapconv frontend

These tools have been compiled into a zip available here: 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: http://springrts.com/phpbb/viewtopic.php?f=56&t=21458

The Components of a 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:

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"

Once compiled, you will get 2 new files: <mapname.smt> and <mapname.smf>

Utilizing Blueprint

Unzip the blueprint archive into your Spring Maps folder.

mapcontainer.jpg

You will notice a new folder called "mapcontainer.sdd". The .sdd ending on the folder name is very important for testing as <foldername>.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.


LuaGaia
mapconfig
maphelper
maps
mapinfo.lua
mapoptions.lua

Now, copy your compiled map files (the .smt and .smf 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:

Placing Features

As previously mentioned, features can now be placed via LUA based upon a coordinate system that looks similar to this:

local features = { 
unitlist = {
},
buildinglist = {
},
objectlist = {
{ name = 'btreeclo_4', x = 7760, z = 112, rot = "0" },
{ name = 'btreea_3', x = 2520, z = 6904, rot = "0" },
{ name = 'btreeblo_5', x = 7736, z = 536, rot = "0" },
{ name = 'btreeclo_1', x = 2504, z = 7112, rot = "0" },
{ name = 'geovent', x = 177, z = 192, rot = "0" },
},
}
return features

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.

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

Skyboxes


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

Archiving a Map

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 http://www.7-zip.org/

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 (<mapname.sd7>, such as EvoRTS-Craggy_Creek-v08.sd7

examplearchivewith7zip.jpg

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.


Tools

  • 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 (Outdated, Deprecated) Hugh's 3D map designer. Splatting, heightmap editing, splat painting, SM3
  • 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.
  • 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*

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.

Creating a Map using Blueprint

Minimal template

While JK's Blueprint is very useful for advanced map architects it can be bit confusing if one wants a minimal barebone template with defaults.

JK's template is still useful starting point. Extract it, then delete everything except mapinfo.lua and everything in maps folder (except your .smf and .smt files). Next copy paste following to mapinfo.lua (not the most minimal but minimal enough):

local mapinfo = {
   name        = "MyMap",
   shortname   = "",
   description = "",
   author      = "",
   version     = "",
   modtype     = 3, --// 3=map

   teams = {
      [0] = {startPos = {x = 8, z = 8}},
      [1] = {startPos = {x = 16, z = 16}},   
   },
}
return mapinfo

In summary: maps folder with .smf.and .smt files and single mapinfo.lua file. You should be now able to test your map immediately (if files are placed to mapcontainer.sdd).

Map Mutators

Mutators are files that add new content to exiting game files. Appearently that is possible for maps too: http://springrts.com/phpbb/viewtopic.php?f=13&t=21808