DO/Creating New Maps

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'''How to create a new map'''
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This is a short guide how to create a new map by using existing files of the maingame.
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The best way is to create a new map with functional files of the maingame and make the important changes later.
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The example uses the grafics of B2_08, AI-script of B4_03 and is placed in the campaign as B1_02 (second battle).
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== Step  '''New Folder''' ==
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-change the name of Dark Omen\GameData\1pbat\Bx_0x to Bx_0xold (simple backup =)
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-create a new folder at the Dark Omen\GameData\1pbat and name it Bx_0x
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'''Example:'''
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-change B1_02 to B1_02old
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-create new B1_02
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== Step  '''The graphics!''' ==
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-copy the graphics of your map you want to use
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Every map need the files:
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-M3D
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-PRJ  -need change of name
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-SHD  -need change of name
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-LIT  -need change of name
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-FURN
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-LTEXTURE
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-TEXTURE
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-Bx_xxBitmap
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-M3X
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'''Example: B2_08'''
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-M3D
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_4MINECT.M3D,_7JEWEL.M3D,_4BUFFER.M3D,_4DANGER.M3D,BASE.M3D
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-PRJ
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B2_08.PRJ -> change name to B1_02.PRJ
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-SHD
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B2_08.SHD -> change name to B1_02.SHD
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-LIT
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B2_08.LIT -> change name to B1_02.LIT
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-FURN
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FURN
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-LTEXTURE
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of B2_08
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-TEXTURE
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of B2_08
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-Bx_xxBitmap
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B2_08.BMP
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-M3X
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_7JEWEL.M3X,BASE.M3X
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== Step  '''The BTB-file!''' ==
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You need the BTB-file of the same battle as the graphics.
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The reason is simple, all borders and deploymentzones are saved there.
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Name it like your new battle -> Bx_0x
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'''Example:'''
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-copy the B2_08.BTB into your new B1_02 and change the name to B1_02
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== Step  '''The second BTB-file''' ==
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If you want to use an other AI-script you need to change the triggers of the BTB-file
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All units, player- or enemyunits, waypoints, spawnpoints are triggers with some attributes.
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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.
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Now go to the position in both BTBs where the part of the unit/waypoint triggers start.
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At the BTB-file its the 6000Chunk, at the hexcode its not a 6000! The number changes every BTB-file.
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Copy all from the 6000Chunk of AI-BTB and past+overwrite the 6000Chunk of mainBTB.
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'''Example:'''
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-search at the B4_03.BTB the line
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84110000 08000000 0C .....
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-copy all from begin at the 8411 to end of file
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-search at the mainBTB B1_02.BTB the line
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FC150000 08000000 0C.....
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-past/overwrite at the begining of FC15 to end of file
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Now it looks like:
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A0080000 05000000 84110000 08000000 0C.....
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== Step  '''The CTL-file''' ==
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You need the CTL-file of the AI-script you want to use. Same like the unit/waypoint triggers from BTB.
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Name it like the Battlefolder -> Bx_0x
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'''Example:'''
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We use the B4_03 CTL-file.
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B4_03.CTL and name it B1_02.CTL
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== Step  '''The Army-files''' ==
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You need a player and enemy army-file.
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Use the Bx0xMRC and Bx0xNME from the same battle as the CTL-file
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Rename these file and use the new Battle name.
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'''Example:'''
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We use the CTL-file from B4_03. So we copy the 2 army files from there.
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B403NME -> B102NME
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B403MRC -> B102MRC
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== Step  '''Important changes at BTB-file-header''' ==
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Open the mainBTB with the BTB-Editor.
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The 2000Header looks like
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1    integer
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2    integer
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1001  string    name of mercarmy
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1002  string    name of enemyarmy
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1003  string    name of CTL
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write in the right names of the files in your new battle
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'''Example:'''
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1001  string    b102mrc
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1002  string    b102nme
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1003  string    b102
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== Step  '''Modify of the armies, BTB, graphics''' ==
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coming soon
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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.

Revision as of 20:40, 1 December 2009

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

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