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= Minimal Brief Guide = | = Minimal Brief Guide = | ||
− | For more detail on each of these steps read the later sections of the document | + | For more detail on each of these steps read the later sections of the document. |
This guide assumes that you are using a version of Zero-K installed through Steam. You can still make maps if you installed by some other method but you may need to modify some of the later steps. | This guide assumes that you are using a version of Zero-K installed through Steam. You can still make maps if you installed by some other method but you may need to modify some of the later steps. | ||
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== Download Tools == | == Download Tools == | ||
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Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).<br /> | Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).<br /> | ||
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== Compile Your Map == | == Compile Your Map == | ||
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* Scroll down to the NVDXT option and make sure it says "-Sinc -quality_highest". Also probably a good idea to tick the CLEAN option. | * Scroll down to the NVDXT option and make sure it says "-Sinc -quality_highest". Also probably a good idea to tick the CLEAN option. | ||
* Untick everything else, press "Save options as" if you like, then press the "Compile" button.<br /> | * Untick everything else, press "Save options as" if you like, then press the "Compile" button.<br /> | ||
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== Construct .sdd File == | == Construct .sdd File == | ||
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** Scroll down a bit to the "smf" section and change the ''maxheight'' and ''minheight'' numbers to suit your map. Also change the file name after ''smtFileName0'' so that it has your .smt file's name. | ** Scroll down a bit to the "smf" section and change the ''maxheight'' and ''minheight'' numbers to suit your map. Also change the file name after ''smtFileName0'' so that it has your .smt file's name. | ||
* To test your map, copy the .sdd directory into the /maps folder of your Zero-K install. In the settings make sure that "Only featured maps" is disabled. Then open a Skirmish game, click on the current map, select your map from the list, and play. (You might want to make the enemy AI inactive. The minimap in the lobby will be blank, don't worry about this for now.) | * To test your map, copy the .sdd directory into the /maps folder of your Zero-K install. In the settings make sure that "Only featured maps" is disabled. Then open a Skirmish game, click on the current map, select your map from the list, and play. (You might want to make the enemy AI inactive. The minimap in the lobby will be blank, don't worry about this for now.) | ||
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== Metal and Startboxes == | == Metal and Startboxes == | ||
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* Startboxes are specified by their corner points reading clockwise around the polygon. More than one separate box for a given team is possible. | * Startboxes are specified by their corner points reading clockwise around the polygon. More than one separate box for a given team is possible. | ||
* Holding SPACE ingame will display a dialog box which (among other things) gives the X and Z coordinates of wherever your cursor is. | * Holding SPACE ingame will display a dialog box which (among other things) gives the X and Z coordinates of wherever your cursor is. | ||
− | * The metal and startbox files are just LUA scripts. This means you don't have to write simple numbers to specify locations; you can perform arithmetic to make sure your map setup is symmetric (the startbox of the South-East team in the blueprint is an example). More advanced scripting is also possible, for example to make your startbox configuration dependent on the number of players or allyteams. | + | * The metal and startbox files are just LUA scripts. This means you don't have to write simple numbers to specify locations; you can perform arithmetic to make sure your map setup is symmetric (the startbox of the South-East team in the blueprint is an example). More advanced scripting is also possible, for example to make your startbox configuration dependent on the number of players or allyteams. |
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== Optional Extras == | == Optional Extras == | ||
− | + | You can skip this for now, but refer to the sections linked below if you want... | |
* Features (geovents, trees, rocks, etc) | * Features (geovents, trees, rocks, etc) | ||
* DNTS (fancy map details and specular map) | * DNTS (fancy map details and specular map) | ||
* Fancy mapinfo stuff (lighting, water effects, etc) | * Fancy mapinfo stuff (lighting, water effects, etc) | ||
− | * Skybox | + | * Skybox (???) |
* Other nonsense (particle effects, sound, etc) | * Other nonsense (particle effects, sound, etc) | ||
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== Upload == | == Upload == | ||
− | + | * Compress to .sd7, make sure your map still works | |
− | Compress | + | * Make a Springfiles account |
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− | * Make a Springfiles account | ||
* Pray to your deity of choice that whoever approves Springfiles accounts checks in this month | * Pray to your deity of choice that whoever approves Springfiles accounts checks in this month | ||
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* Upload your map | * Upload your map | ||
* Pray to your deity of choice that Springfiles is actually working this week | * Pray to your deity of choice that Springfiles is actually working this week | ||
− | * | + | * See your map on the ZK website |
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− | = | + | = Tools = |
== Startbox Editor Widget == | == Startbox Editor Widget == | ||
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That's more like it. Follow those instructions to create your startboxes, then open your infolog.lua (in the main zero-k directory) after you exit to retrieve the startbox information for copying into map_startboxes.lua. It's probably a good idea to turn the widget off after you are done with it. | That's more like it. Follow those instructions to create your startboxes, then open your infolog.lua (in the main zero-k directory) after you exit to retrieve the startbox information for copying into map_startboxes.lua. It's probably a good idea to turn the widget off after you are done with it. | ||
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