DO/Creating New Maps
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+ | '''How to create a new map''' | ||
+ | This is a short guide how to create a new map by using existing files of the maingame. | ||
+ | The best way is to create a new map with functional files of the maingame and make the important changes later. | ||
+ | The example uses the grafics of B2_08, AI-script of B4_03 and is placed in the campaign as B1_02 (second battle). | ||
+ | |||
+ | |||
+ | |||
+ | == Step '''New Folder''' == | ||
+ | |||
+ | |||
+ | -change the name of Dark Omen\GameData\1pbat\Bx_0x to Bx_0xold (simple backup =) | ||
+ | -create a new folder at the Dark Omen\GameData\1pbat and name it Bx_0x | ||
+ | |||
+ | |||
+ | '''Example:''' | ||
+ | |||
+ | -change B1_02 to B1_02old | ||
+ | -create new B1_02 | ||
+ | |||
+ | |||
+ | == Step '''The graphics!''' == | ||
+ | |||
+ | |||
+ | -copy the graphics of your map you want to use | ||
+ | |||
+ | Every map need the files: | ||
+ | -M3D | ||
+ | -PRJ -need change of name | ||
+ | -SHD -need change of name | ||
+ | -LIT -need change of name | ||
+ | -FURN | ||
+ | -LTEXTURE | ||
+ | -TEXTURE | ||
+ | -Bx_xxBitmap | ||
+ | -M3X | ||
+ | |||
+ | |||
+ | '''Example: B2_08''' | ||
+ | |||
+ | -M3D | ||
+ | _4MINECT.M3D,_7JEWEL.M3D,_4BUFFER.M3D,_4DANGER.M3D,BASE.M3D | ||
+ | |||
+ | -PRJ | ||
+ | B2_08.PRJ -> change name to B1_02.PRJ | ||
+ | |||
+ | -SHD | ||
+ | B2_08.SHD -> change name to B1_02.SHD | ||
+ | |||
+ | -LIT | ||
+ | B2_08.LIT -> change name to B1_02.LIT | ||
+ | |||
+ | -FURN | ||
+ | FURN | ||
+ | |||
+ | -LTEXTURE | ||
+ | of B2_08 | ||
+ | |||
+ | -TEXTURE | ||
+ | of B2_08 | ||
+ | |||
+ | -Bx_xxBitmap | ||
+ | B2_08.BMP | ||
+ | |||
+ | -M3X | ||
+ | _7JEWEL.M3X,BASE.M3X | ||
+ | |||
+ | |||
+ | |||
+ | == Step '''The BTB-file!''' == | ||
+ | |||
+ | |||
+ | You need the BTB-file of the same battle as the graphics. | ||
+ | The reason is simple, all borders and deploymentzones are saved there. | ||
+ | Name it like your new battle -> Bx_0x | ||
+ | |||
+ | |||
+ | '''Example:''' | ||
+ | |||
+ | -copy the B2_08.BTB into your new B1_02 and change the name to B1_02 | ||
+ | |||
+ | |||
+ | == Step '''The second BTB-file''' == | ||
+ | |||
+ | |||
+ | If you want to use an other AI-script you need to change the triggers of the BTB-file | ||
+ | All units, player- or enemyunits, waypoints, spawnpoints are triggers with some attributes. | ||
+ | We need the last part of the BTB-file, use the BTB-Editor and open both BTB-files, the one of the craphic(mainBTB) and the BTB-file of the AI-script(AI-BTB). Do the same with an Hexeditor to which allows copy/paste the important Hexcode. | ||
+ | |||
+ | Now go to the position in both BTBs where the part of the unit/waypoint triggers start. | ||
+ | At the BTB-file its the 6000Chunk, at the hexcode its not a 6000! The number changes every BTB-file. | ||
+ | Copy all from the 6000Chunk of AI-BTB and past+overwrite the 6000Chunk of mainBTB. | ||
+ | |||
+ | |||
+ | '''Example:''' | ||
+ | |||
+ | -search at the B4_03.BTB the line | ||
+ | 84110000 08000000 0C ..... | ||
+ | -copy all from begin at the 8411 to end of file | ||
+ | |||
+ | -search at the mainBTB B1_02.BTB the line | ||
+ | FC150000 08000000 0C..... | ||
+ | -past/overwrite at the begining of FC15 to end of file | ||
+ | |||
+ | |||
+ | Now it looks like: | ||
+ | A0080000 05000000 84110000 08000000 0C..... | ||
+ | |||
+ | |||
+ | |||
+ | == Step '''The CTL-file''' == | ||
+ | |||
+ | |||
+ | You need the CTL-file of the AI-script you want to use. Same like the unit/waypoint triggers from BTB. | ||
+ | Name it like the Battlefolder -> Bx_0x | ||
+ | |||
+ | |||
+ | '''Example:''' | ||
+ | |||
+ | We use the B4_03 CTL-file. | ||
+ | B4_03.CTL and name it B1_02.CTL | ||
+ | |||
+ | |||
+ | |||
+ | == Step '''The Army-files''' == | ||
+ | |||
+ | |||
+ | You need a player and enemy army-file. | ||
+ | Use the Bx0xMRC and Bx0xNME from the same battle as the CTL-file | ||
+ | Rename these file and use the new Battle name. | ||
+ | |||
+ | |||
+ | '''Example:''' | ||
+ | |||
+ | We use the CTL-file from B4_03. So we copy the 2 army files from there. | ||
+ | B403NME -> B102NME | ||
+ | B403MRC -> B102MRC | ||
+ | |||
+ | |||
+ | == Step '''Important changes at BTB-file-header''' == | ||
+ | |||
+ | |||
+ | Open the mainBTB with the BTB-Editor. | ||
+ | The 2000Header looks like | ||
+ | 1 integer | ||
+ | 2 integer | ||
+ | 1001 string name of mercarmy | ||
+ | 1002 string name of enemyarmy | ||
+ | 1003 string name of CTL | ||
+ | |||
+ | write in the right names of the files in your new battle | ||
+ | |||
+ | |||
+ | '''Example:''' | ||
+ | |||
+ | 1001 string b102mrc | ||
+ | |||
+ | 1002 string b102nme | ||
+ | |||
+ | 1003 string b102 | ||
+ | |||
+ | |||
+ | == Step '''Modify of the armies, BTB, graphics''' == | ||
+ | |||
+ | |||
+ | coming soon | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | |||
+ | Old: | ||
We are now at the Stage of combining all the BTB knowledge into the new Map Viewer, to create a Map Editor. | We are now at the Stage of combining all the BTB knowledge into the new Map Viewer, to create a Map Editor. | ||
Current revision as of 13:28, 20 November 2010
How to create a new map This is a short guide how to create a new map by using existing files of the maingame. The best way is to create a new map with functional files of the maingame and make the important changes later. The example uses the grafics of B2_08, AI-script of B4_03 and is placed in the campaign as B1_02 (second battle).
Contents |
Step New Folder
-change the name of Dark Omen\GameData\1pbat\Bx_0x to Bx_0xold (simple backup =) -create a new folder at the Dark Omen\GameData\1pbat and name it Bx_0x
Example:
-change B1_02 to B1_02old -create new B1_02
Step The graphics!
-copy the graphics of your map you want to use
Every map need the files: -M3D -PRJ -need change of name -SHD -need change of name -LIT -need change of name -FURN -LTEXTURE -TEXTURE -Bx_xxBitmap -M3X
Example: B2_08
-M3D _4MINECT.M3D,_7JEWEL.M3D,_4BUFFER.M3D,_4DANGER.M3D,BASE.M3D
-PRJ B2_08.PRJ -> change name to B1_02.PRJ
-SHD B2_08.SHD -> change name to B1_02.SHD
-LIT B2_08.LIT -> change name to B1_02.LIT
-FURN FURN
-LTEXTURE of B2_08
-TEXTURE of B2_08
-Bx_xxBitmap B2_08.BMP
-M3X _7JEWEL.M3X,BASE.M3X
Step The BTB-file!
You need the BTB-file of the same battle as the graphics. The reason is simple, all borders and deploymentzones are saved there. Name it like your new battle -> Bx_0x
Example:
-copy the B2_08.BTB into your new B1_02 and change the name to B1_02
Step The second BTB-file
If you want to use an other AI-script you need to change the triggers of the BTB-file All units, player- or enemyunits, waypoints, spawnpoints are triggers with some attributes. We need the last part of the BTB-file, use the BTB-Editor and open both BTB-files, the one of the craphic(mainBTB) and the BTB-file of the AI-script(AI-BTB). Do the same with an Hexeditor to which allows copy/paste the important Hexcode.
Now go to the position in both BTBs where the part of the unit/waypoint triggers start. At the BTB-file its the 6000Chunk, at the hexcode its not a 6000! The number changes every BTB-file. Copy all from the 6000Chunk of AI-BTB and past+overwrite the 6000Chunk of mainBTB.
Example:
-search at the B4_03.BTB the line 84110000 08000000 0C ..... -copy all from begin at the 8411 to end of file
-search at the mainBTB B1_02.BTB the line FC150000 08000000 0C..... -past/overwrite at the begining of FC15 to end of file
Now it looks like:
A0080000 05000000 84110000 08000000 0C.....
Step The CTL-file
You need the CTL-file of the AI-script you want to use. Same like the unit/waypoint triggers from BTB. Name it like the Battlefolder -> Bx_0x
Example:
We use the B4_03 CTL-file. B4_03.CTL and name it B1_02.CTL
Step The Army-files
You need a player and enemy army-file. Use the Bx0xMRC and Bx0xNME from the same battle as the CTL-file Rename these file and use the new Battle name.
Example:
We use the CTL-file from B4_03. So we copy the 2 army files from there. B403NME -> B102NME B403MRC -> B102MRC
Step Important changes at BTB-file-header
Open the mainBTB with the BTB-Editor. The 2000Header looks like 1 integer 2 integer 1001 string name of mercarmy 1002 string name of enemyarmy 1003 string name of CTL
write in the right names of the files in your new battle
Example:
1001 string b102mrc
1002 string b102nme
1003 string b102
Step Modify of the armies, BTB, graphics
coming soon
Old: We are now at the Stage of combining all the BTB knowledge into the new Map Viewer, to create a Map Editor.
However, to create or Mod Maps, the following files must be considered.
BTB - To move the line of sight / projectile obstacles around and boundaries, set up starting positions and map properties
Lanscape mesh - for rendering
PRJ - PRJ for furniture, heightmap and map square attributes
SHD - We know the format of, but not the function. Looks like some kind of lightmap or something
LIT - for the Lighting
Additional Files that may not require altering.
CTL - We can hope that we don't have to touch for multiplayer
ARM we should be able to use the original ones