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Map File Spec (BIG)

  1. #1
    ZuiljiN
    Guest

    Map File Spec (BIG)

    Heys Guyz

    I found alots of things on hw2 mapping when i worked on my converter...and i think its time to share those infos
    i only added commands who are usefull in multplayer...for the single player youll have to wait until relic release the sdk..
    Here the Doc version MapSpec.doc
    First the map structure:


    Map Descriptions and player infos
    DetermChunk()
    StartPosition, Asteroids, Neublae, Clouds, Dust Clouds and World Bounds
    end
    NonDetermChunk()
    Asteroids, Neublae, Clouds, Dust Clouds, Pebbles and Misc parameters
    end


    ill guess DetermChunk is where resource can be harvested and NonDetermChunk where you cant because you can add asteroids nebulae and clouds in both of them else i have no idea whats its change...
    for the map descriptions and the player infos i think an exemple is the best thing

    levelDesc = "Map01"
    maxPlayers = 2

    player = {}

    player[0] = {
    id = 0,
    name = "Vaygr",
    resources = 1500,
    raceID = 1,
    startPos = 1,
    }

    player[1] = {
    id = 1,
    name = "Hiigaran",
    resources = 1500,
    raceID = 0,
    startPos = 1,
    }

    as you can see its self explain for this part
    Last edited by ZuiljiN; 8th Oct 03 at 5:11 PM.

  2. #2
    ZuiljiN
    Guest
    Map Commands

    ? is for parameters i didnt tested or i dont know whats its do

    Starting Points
    addPoint("StartPosition", {PosX, PosZ, PosY}, {RotX, RotZ, RotY})
    Defaults: addPoint("StartPos0", {0.0, 0.0, 0.0}, {0.0, 0.0, 0.0})

    ; where StartPosition is StartPos0, StartPos1, StartPos2, StartPos3, StartPos4, StartPos5
    ; PosX, PosZ, PosY are positions
    ; RotX, RotZ, RotY is rotation angle of the mothership

    Asteroids
    addAsteroid("AsteroidType", {PosX, PosZ, PosY}, RU, ?, ?, ?, ?)
    Defaults: addAsteroid("Asteroid_3", {0.0, 0.0, 0.0}, 0, 0, 0, 0, 0)

    ; where AsteroidType is Asteroid_1, Asteroid_2, Asteroid_3, or Asteroid_4 (Asteroid_1 are the smallest and Asteroid_4 are the big ones)
    ; PosX, PosZ, PosY are positions
    ; RU is the amount of RU

    Dust Clouds
    addDustCloud("?", "DustCloudType", {PosX, PosZ, PosY}, {R, G, B, ?}, ?, Size)
    Defaults: addDustCloud("polySurface1", "DustCloud_NoRes", {0.0, 0.0, 0.0}, {1, 1, 1, 1}, 0.0, 0.0)

    ; where ? is....
    ; where DustCloudType is dustcloud_0, dustcloud_nores, dustcloud_nores2, dustcloud_nores2_m05, dustcloud_nores3, dustcloud_nores3_m05, dustcloud_nores_m05, dustcloud_nores_nocharge or dustcloud_teal
    ; PosX, PosZ, PosY are positions
    ; R, G, B is is the RGB code(0=0 1=255)
    ; ? i think its the RGB multiplier
    ; ? is...
    ; Size is the dust cloud size

    Clouds
    addCloud("?", "CloudType", {PosX, PosZ, PosY}, {R, G, B, ?}, ?, Size)
    Defaults: addCloud("polySurface1", "Cloud_NoRes", {0.0, 0.0, 0.0}, {1, 1, 1, 1}, 0.0, 0.0)

    ; where ? is....
    ; where CloudType is cloud_0, cloud_nores, cloud_nores2, cloud_nores3
    ; PosX, PosZ, PosY are positions
    ; R, G, B is is the RGB code(0=0 1=255)
    ; ? i think its the RGB multiplier
    ; ? is...
    ; Size is the cloud size


    Nebulae
    addNebula("?", "NebulaType", {PosX, PoxZ, PosY}, {R, G, B, ?}, ?, Size)
    Default: addNebula("Nebula4_OLD1", "M11_Bentusi_Radiation", {0.0, 0.0, 0.0}, {1, 1, 1, 1}, 0.0, 0.0)

    ; where ? is....
    ; where NebulaType is m05_dustcloud_nebula, m05_nebualdustcloud_nores, m05_nebualdustcloud_nores2, m05_nebualdustcloud_nores3, m07_foundry_radiation, m08_nodamage_radiation, m11_bentusi_debris, m11_bentusi_radiation, mp_bentusi_radiation, nebula01_cream, nebula01_teal, nebula_0, nebula_hiding and radiation
    ; PosX, PosZ, PosY are positions
    ; R, G, B is is the RGB code(0=0 1=255)
    ; ? i think its the RGB multiplier
    ; ? is...
    ; Size is the nebula size

    World Bounds
    setWorldBoundsInner({PosX, PosZ, PosY}, {SizeX, SizeZ, SizeY})
    Defaults: setWorldBoundsInner({0.0, 0.0, 0.0}, {0.0, 0.0, 0.0})

    ; PosX, PosZ, PosY are positions
    ; SizeX, SizeZ, SizeY are bounds size

    Pebbles
    addPebble("PebbleType", {PosX, PosZ, PosY}, ?, ?, ?)
    Defaults: addPebble("Pebble_0", {0.0, 0.0, 0.0}, 0, 0, 0)

    ; where PebbleType is pebble_0, pebble_1, pebble_2, pebble_3
    ; PosX, PosZ, PosY are positions

    Sensors Manager Camera
    setSensorsManagerCameraDistances(MinDistance, MaxDistance)
    Defaults: setSensorsManagerCameraDistances(0.0, 0.0)

    ; Maximum and minimum distance view in the sensors manager

    Background
    loadBackground("Background")
    Defaults: loadBackground("m01")

    ; where Background is black, white, m01, m02, m03, m04, m05, m06, m07, m08, m09, m10, m11, m12, m13, m14 or m15

    Music
    setDefaultMusic("Music")
    Defaults: setDefaultMusic("Data:sound/music/ambient/amb_01")

    ; You got some choices here...amb_01, amb_02, amb_03, amb_04, amb_05, amb_06, amb_07, amb_08, amb_09, amb_10, amb_11, amb_12, amb_13 and amb_14 are in the ambient folder
    battle_01, battle_04, battle_04_alt, battle_06, battle_keeper, battle_movers, planet_killers, Battle_sajuuk and bentus_arrival in the battle folder

    Shadow Colour
    setLevelShadowColour(R, G, B, ?)
    Defaults: setLevelShadowColour(0, 0, 0, 1)

    ; R, G, B is the RGB code(0=0 1=255)

    Nebula, Cloud and Dust Cloud Ambient
    setDustCloudAmbient({R, G, B, ?})
    Defaults: setDustCloudAmbient({0.0, 0.0, 0.0, 1})
    setCloudAmbient({R, G, B, ?})
    Defaults: setCloudAmbient({0.0, 0.0, 0.0, 1})
    setNebulaAmbient({R, G, B, ?})
    Defaults: setNebulaAmbient({0.0, 0.0, 0.0, 1})

    ; R, G, B is the RGB code(0=0 1=255)

    Add Ships (Only Megaliths) NEW!!
    addSquadron("?", "ShipType", {PosX, PosZ, PosY}, PlayerNumber, {RotX, RotZ, RotY}, ?, ?)
    addSquadron("balcoragate", "meg_balcoragate", {0, 0, 0}, 0, {0, 0, 90}, 0, 0)

    ; ? i think its the SobGroup...usefull in single player only...for now use the same name of the megalith
    ; ShipType i added the list at the bottom
    ; PosX, PosZ, PosY are positions
    ; PlayerNumber -1=noone 0=first player etc..
    ; RotX, RotZ, RotY is rotation angle of the megalith
    ; ? is....
    ; ? is....

    List of Megaliths

    meg_asteroid, meg_asteroidmp, meg_asteroid_nosubs

    meg_balcoragate, meg_bigred, meg_chimera, meg_dreadnaughtberth, meg_foundry, meg_foundrydebris_chunk1, meg_foundrydebris_chunk2, meg_foundrydebris_chunk3, meg_foundrydebris_chunk4, meg_foundrydebris_flake1, meg_foundrydebris_flake2, meg_foundrydebris_flake3, meg_foundrydebris_flake4, meg_gehenna_1, meg_gehenna_2, meg_gehenna_3, meg_gehenna_4, meg_gehenna_5, meg_gehenna_6, meg_gehenna_7, meg_tanis, meg_tanisstructure_medium, meg_tanisstructure_medium2

    meg_bentus, meg_bentus_ruined, meg_bentus_ruins_core_1, meg_bentus_ruins_core_2, meg_bentus_ruins_core_3, meg_bentus_ruin_1, meg_bentus_ruin_10, meg_bentus_ruin_11, meg_bentus_ruin_2, meg_bentus_ruin_3, meg_bentus_ruin_4, meg_bentus_ruin_5, meg_bentus_ruin_6, meg_bentus_ruin_7, meg_bentus_ruin_8, meg_bentus_ruin_9

    meg_misslefrigate, meg_progenitorpowermodule, meg_progenitorpowertrigger, meg_progenitorpowertrigger_noui, meg_sajhulknose, meg_sajhulknose_ui, meg_sajhulkpanels, meg_sajhulkpanels_ui, meg_sajhulkturret, meg_salvagecollector

    meg_veildebris_bit1, meg_veildebris_bit10, meg_veildebris_bit11, meg_veildebris_bit12, meg_veildebris_bit13, meg_veildebris_bit14, meg_veildebris_bit15, meg_veildebris_bit2, meg_veildebris_bit3, meg_veildebris_bit4, meg_veildebris_bit5, meg_veildebris_bit6, meg_veildebris_bit7, meg_veildebris_bit8, meg_veildebris_bit9, meg_veildebris_chunk1, meg_veildebris_chunk1_nd, meg_veildebris_chunk2, meg_veildebris_chunk2_nd, meg_veildebris_chunk3, meg_veildebris_chunk3_nd, meg_veildebris_chunk4, meg_veildebris_chunk4_nd, meg_veildebris_chunk5, meg_veildebris_chunk5_nd, meg_veildebris_chunk_lighthouse, meg_veildebris_flake1, meg_veildebris_flake10, meg_veildebris_flake2, meg_veildebris_flake3, meg_veildebris_flake4, meg_veildebris_flake5, meg_veildebris_flake6, meg_veildebris_flake7, meg_veildebris_flake8, meg_veildebris_flake9
    Last edited by ZuiljiN; 10th Oct 03 at 8:38 PM.

  3. #3
    malcom2073
    Guest
    Very nice. This helps alot, I was wondering about alot of the nebula and asteroid values. Thanks.

  4. #4
    Thought
    Guest
    pop (honestly i've forgotten his board name), on irc told me what DetermChunk and NonDetermChunk

    Essentially -- DetermChunk is stuff that will be interacted by with the player, and NonDetermChunk is the purely visual stuff.

  5. #5
    Wulfius-Khan
    Guest
    This is a basic question rather but I would appreciate help.

    Once you make a map, where does one place it?

    And how to ensure other players online can use the map when you are not there?
    Do they need to copy it somewhere so that it appears in the map list?

  6. #6
    nickersonm
    Guest
    Thanks ZuiljiN!

    Wulfis, It goes in data\leveldata\multiplayer\deathmatch I believe that the other player only needs to have the same file in order to play.

    - nickersonm

  7. #7
    ^MeM^
    Guest
    Thanks for the documentation its fixed a few problems i've been trying to wrap my head around

    Theres an asteroid 5 as well which supports, 3 collectors. Asteroid 4 Supports 2 and asteroid 3 supports 1. I believe asteroid 1+2 are just for decoration.



    Just a few questions, whats the difference between Dustcloud, Clouds and nebula?

  8. #8
    ZuiljiN
    Guest
    first your welcome
    i didnt tested custom maps on gamespy...i cant host game until they release the patch
    and for the dustclouds, clouds and nebulae the only thing a can say for now its the apparence and the nebulae can have radiations i didnt tested every models

    btw i you know whats blanks are or found some mistake..let me know
    Last edited by ZuiljiN; 9th Oct 03 at 9:30 AM.

  9. Child's Play Donor  #9
    bones.. yes.. theBlind's Avatar
    Join Date
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    At home. Procastrating.
    found inside slamoids 4P map - all credit goes to him

    Megaliths
    addSquadron("meg_foundry", "meg_foundry", {0, 0, 0}, -1, {0, 0, 90}, 0, 0)
    addSquadron("meg_bigred", "meg_dreadnaughtberth", {0, 0, 0}, -1, {0, 0, 0}, 0, 0)

    -theBlind

  10. #10
    ^MeM^
    Guest
    Just a note for anyone interested [please feel free to confirm/deny this I'm not 100% sure myself] but if the dustcloud/nebula/cloud's PosZ is above 799 or below -799 the dustcloud no long appears on the Sensor manager as a selectable object in terms of moving units into the cloud. The Cloud still exists and acts as a normal dustcloud.

    Examples,
    A) B) C)

    A) PosZ is set to 300.
    B) PosZ is set to 600, note the smaller selectable area.
    C) PosZ is set to 900. Not selectable on the Sensor manager anymore, still acts as a dustcloud.

  11. #11
    ZuiljiN
    Guest
    thx Thought for the clarifications

    TheBlind i forgot to add megaliths and wrecks...ill add the complete list tonight (around 30) if my memory is good...im at work so i dont have hw2 here

    Mem if you talk about the red circle its only append when something go through the map plane...its the same thing with asteroids and ships...but the color are different
    Last edited by ZuiljiN; 10th Oct 03 at 7:51 AM.

  12. #12
    ^MeM^
    Guest
    Thats me being stupid at 4 am in the morning.

    On another note, addSquadron. Been playing around with this for adding structures in, also noticed that you can assign units/structures to players as well. If its been said before gimme a :Slap:.

  13. #13
    ZuiljiN
    Guest
    i said around 30?? totally wrong the true number is 88!
    look at the first page...its added in the commands part

    good testing guys
    Last edited by ZuiljiN; 10th Oct 03 at 5:23 PM.

  14. #14
    werst spella evar Bonnet's Avatar
    Join Date
    Dec 2002
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    mile high
    Thanks this is very helpfull, btw this should be sticked, nudg nudge

  15. #15
    ^MeM^
    Guest
    Heres another one similar to addAsteroid.

    addSalvage("salvage type", {PosX, PosZ, PosY}, RU, 0, 0, 0, 0)
    Default: addSalvage("Slv_Chunk_Lrg05", {-364, 763, 12650}, 100, 0, 0, 0, 0)

    ; where SalvageType is Container, Slv_Chunk_Lrg01 > Slv_Chunk_Lrg05 [maybe higher will test and edit later] ,Slv_Chunk_Sml01 > Slv_Chunk_Sml08
    ; PosX, PosZ, PosY are positions
    ; RU is the amount of RU

  16. #16
    werst spella evar Bonnet's Avatar
    Join Date
    Dec 2002
    Location
    mile high
    A few questions, What does the Units represents are they meters? Is there anyway to add in neutral units like a hyperspace gate? And Is there a code for win if condition complete?

  17. #17
    ZuiljiN
    Guest
    zbobet2012 i dont know if its in meter didnt tested it...for the second question when you add megalith or ships you can choose the side you want...so you only need to put some neutral vaygr gate and players can capture them or you can make some for each side...i can add the complete list of ships if you want and for the last question i didnt worked on the map scripts yet

  18. #18
    werst spella evar Bonnet's Avatar
    Join Date
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    mile high
    Thanks for the answer, i checked and after some testing 1 units is 1 meter. And if you can tell which file those ship names might be found i will be fine thank you.

  19. #19
    ZuiljiN
    Guest
    easy its all in the .big look in the ship folder...all subfolders are ships...its the same thing for nebulae clouds and dustclouds...for asteroids and salvage its in the resource folder

  20. #20
    ZuiljiN
    Guest
    i found something weird in the salvage models its Slv_Chunk_Lrg06
    i really dont know why relic added this :P


  21. #21
    werst spella evar Bonnet's Avatar
    Join Date
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    LOL, its a easter egg, get it. OMg i luff relic.

  22. #22
    malignus
    Guest
    Heh, nice. I just figured out that bit about the megaliths today. I can't get it to work with normal ships though. You just use the addSquadron command, right?

  23. #23
    crazy_joe_noob
    Guest
    if u add a sqadren will it shooot at u?

  24. #24
    Devil's Advocate Zatch's Avatar
    Join Date
    Feb 2004
    Location
    CA, USA
    When in doubt, try it out...

    I believe this has been asked before, and from what I remember:

    If you assign the squadron to an enemy team, they will attack you.

    I don't think you can create non-player enemy ships (ie AI-controlled ships that lounge around until you run into them.) But I could be wrong. Try searching the forums for a more complete answer.
    ~

  25. #25
    crazy_joe_noob
    Guest
    thx no they wont shoot u

  26. #26
    anyone knows how to change megaliths size in a map. I would like to scale it up/down, but i can't find a tutorial or anything about this. Is it even possible? I can even change a .ship or any script file. Just hope I don't need modeling for this. xD But best option would be scaling in the .level file.
    So... Anyone?

    thX_goes_to_u.

  27. #27
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
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    Grab CFHodEd, open the hod of the megalith with it, go in Tool at the top, select Scale HOD, and profit.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  28. #28
    true, but remember unless you give the re-sized megalith a new name as a copy, every megalith of that type will have the new size.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  29. #29
    ok thank you guys!
    Last edited by basanc; 28th Oct 10 at 1:38 PM.

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