Editing ZK Map Making Guide
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For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice: | For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice: | ||
− | * A height map grayscale image with dimensions 641 x 641, saved as an 8-bit | + | * A height map grayscale image with dimensions 641 x 641, saved as an 8-bit .bmp or a 16-bit .png. (The latter is preferred but not all tools offer 16-bit output.) The brighter a pixel is the higher the corresponding part of the map will be. |
− | * A texture map colour image with dimensions 5120 x 5120, saved as a | + | * A texture map colour image with dimensions 5120 x 5120, saved as a .bmp |
For a different size map, multiply the height/width of the map by 64 and add 1 to get the right size for the heightmap; multiply the height/width of the map by 512 to get the right size for the texture map. | For a different size map, multiply the height/width of the map by 64 and add 1 to get the right size for the heightmap; multiply the height/width of the map by 512 to get the right size for the texture map. | ||
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* Something on the server has gone wrong. AFTER testing your map locally and finding that it works there, contact an admin. Uploading your map to a file-sharing service so the admin can look at it may help. | * Something on the server has gone wrong. AFTER testing your map locally and finding that it works there, contact an admin. Uploading your map to a file-sharing service so the admin can look at it may help. | ||
− | === | + | === Uploading to Springfiles for use in other Spring communities === |
− | + | The old Springfiles website is defunct and has been replaced by https://springfiles.springrts.com/?type=0 | |
+ | |||
+ | Somebody who knows how the upload process works now should fill this in. Should hopefully be simpler than old Springfiles though. | ||
= Skeleton Of A Map = | = Skeleton Of A Map = | ||
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This method of placing features requires you to have some s11n gadgets in /LuaRules/Gadgets and some s11n and lcs stuff in the /libs/ folder. If your map doesn't have these then get them from the blueprint or some other map. | This method of placing features requires you to have some s11n gadgets in /LuaRules/Gadgets and some s11n and lcs stuff in the /libs/ folder. If your map doesn't have these then get them from the blueprint or some other map. | ||
− | * Put the files defining the features you want in your map file. This includes a definition in the /features subdirectory, model files in the /objects3d directory, and textures in the /unittextures directory. The easiest way to get these is to borrow them from existing maps | + | * Put the files defining the features you want in your map file. This includes a definition in the /features subdirectory, model files in the /objects3d directory, and textures in the /unittextures directory. The easiest way to get these is to borrow them from existing maps. There is a features library as well... ask around in #zkmap for a link then update this page. |
* Load your map in Springboard | * Load your map in Springboard | ||
* Delete any features you have marking mex locations, otherwise you will end up with two copies of them and that is bad. | * Delete any features you have marking mex locations, otherwise you will end up with two copies of them and that is bad. |