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How To Map: A Tutorial

  1. #151
    malignus
    Guest
    Um... sort of. You're saying that the RGB values are not hexidecimal?

  2. #152
    Frymaster
    Guest
    I think he was talking about the 4th figure in the colour parameters, the one which has been identified as an alpha (transparancy) value

  3. #153
    kuun_drax
    Guest
    hi

    www.newweb.org/kdx/

    rubrique maps

    370 maps :blink:

  4. #154
    iron_man123
    Guest
    Originally posted by malignus
    Um... sort of. You're saying that the RGB values are not hexidecimal?
    Your doc implies that they are between 0 and 1 as a decimal value. I found the color is between 0-255. Hex does not seem to be needed, but I have not put in FF anywhere, but I have used 3 digits such as 100 or 160. It would seem to work the same way color is described in the Paint programs. They use color values the same way. I have not tried to use them in the dustcloud yet, but I will let you know.

    So is the fourth value a degree of transparency between 0-1?

  5. #155
    iron_man123
    Guest
    Originally posted by kuun_drax
    hi

    www.newweb.org/kdx/

    rubrique maps

    370 maps :blink:
    These are not HomeWorld 2 maps, and the site is in French.

  6. #156
    iron_man123
    Guest
    Originally posted by Alpha_1
    Why is everyone using start pos =1 insteads of 0,1,2,3,4,& 5? Doesn't the start position of the player have to coenside with the player number?

    I believe ID controls the player position not start pos. I tried puting in the correct start pos and it crashed.

  7. #157
    iron_man123
    Guest

    Some clarification on color settings:

    Originally posted by malignus
    Um... sort of. You're saying that the RGB values are not hexidecimal?
    I have tested some more and found that all the color parameters are 0 - 255 in all settings. The interesting thing is that the colors are compounded when items overlap in the same locations. This intensifies the color effect. If you put two nebula's in the same location with different colors, the resulting color is a combination of the two with double the strength.

    As for the 4th parameter, it is 0-1 and can be decimal and is a transparency effect.

    Fog Settings:
    I finally found out what this does. It will act as a shadow effect on objects in a map. It does not produce any fog effect. This should be used when using a nebula on the whole map. The color setting should be the opposite color of the nebula surrounding the map. This would be true physics effects of colors and visual effects. An example is our sky color is light blue and the sun appears yellow orange. If the sky color were redish the sun would appear cyan in color. To show this in the color numbers using RGB, use {100,0,0} on the nebula and {0,100,100} on the fogSetColour command when FogSetActive(1).

    Still, I have no idea what fogSetType("linear") and
    fogSetDensity(1) do.

    Another interesting note on Nebulas:
    The misty fog will only be seen when looking toward the center of the nebula in a 90 degree arch left or right of center. If you look at a object in the nebula, away from the center of the nebula, the misty effect disappears. So this makes populating a map difficult, where all visable directions show a fog effect. You will need to put many nebulas, where the center is on the edge of the map and not in the center of the map.

    Hope this helps some map makers.

    Iron_Man123.

  8. #158
    Gervahlt
    Guest
    I wanted to create a map where a tiny advantage might be assigned at random to any of four given players...without having to code everything separately.

    Generally, starting positions are fixed and resource amounts are the same to all four players, but I wanted the resource groups to vary in actual configuration (same amounts and types, just moving a bit from player to player) while giving a possible advantage to a random player by moving the starting resource groups to different distances in relation to their starting point. Here's the end result:

    function DetermChunk()

    for x=0,3,1 do

    if x == 0 then
    xaxis=-20000
    yaxis=0
    zaxis=0
    Pointname = "StartPos0"
    else if x == 1 then
    xaxis = 0
    yaxis = -20000
    zaxis = 0
    Pointname = "StartPos1"
    else if x == 2 then
    xaxis = 20000
    yaxis = 0
    zaxis = 0
    Pointname = "StartPos2"
    else
    xaxis = 0
    yaxis = 20000
    zaxis = 0
    Pointname = "StartPos3"
    end
    end
    end

    addPoint(Pointname, {xaxis, zaxis, yaxis}, {0,90,0})

    posnegx = random(1,2)
    if posnegx == 1 then posnegx = -1
    else posnegx = 1
    end
    offsetx = posnegx * random(500,4500)

    posnegy = random(1,2)
    if posnegy == 1 then posnegy = -1
    else posnegy = 1
    end
    offsety = posnegy * random(1000,4500)

    posnegz = random(1,2)
    if posnegz == 1 then posnegz = -1
    else posnegz = 1
    end
    offsetz = posnegz * random(500,4500)

    -- Starting Resource Cluster

    addAsteroid("Asteroid_5", {xaxis + offsetx, zaxis + offsetz, yaxis + offsety}, 38.62, 0, 0, 0, 0)
    addAsteroid("Asteroid_3", {xaxis + offsetx + random(-1000,1000), zaxis + offsetz + random(-1000,1000), yaxis + offsety + random(-1000,1000)}, 85.4, 0, 0, 0, 0)
    addAsteroid("Asteroid_3", {xaxis + offsetx + random(-1000,1000), zaxis + offsetz + random(-1000,1000), yaxis + offsety + random(-1000,1000)}, 60.3, 0, 0, 0, 0)
    addAsteroid("Asteroid_4", {xaxis + offsetx + random(-1000,1000), zaxis + offsetz + random(-1000,1000), yaxis + offsety + random(-1000,1000)}, 110.17, 0, 0, 0, 0)
    addAsteroid("Asteroid_3", {xaxis + offsetx + random(-1000,1000), zaxis + offsetz + random(-1000,1000), yaxis + offsety + random(-1000,1000)}, 90.9, 0, 0, 0, 0)
    addAsteroid("Asteroid_2", {xaxis + offsetx + random(-1000,1000), zaxis + offsetz + random(-1000,1000), yaxis + offsety + random(-1000,1000)}, 100, 0, 0, 0, 0)
    addAsteroid("Asteroid_2", {xaxis + offsetx + random(-1000,1000), zaxis + offsetz + random(-1000,1000), yaxis + offsety + random(-1000,1000)}, 100, 0, 0, 0, 0)

    end

    setWorldBoundsInner({0, 0, 0}, {25000, 25000, 25000})
    end

    Good luck!

    **edit: I just realized that you'll also need to add a variable for ship rotation that will change depending on the player so that all four players will face the center.

    By the way...anyone know if a case statement is valid, or does everything need to done with if...then...else? Thanks.

  9. #159
    iron_man123
    Guest
    Originally posted by Gervahlt

    By the way...anyone know if a case statement is valid, or does everything need to done with if...then...else? Thanks.
    Unfortunately, there is no CASE statement that I found. Also your random location code is a little lengthly. Try this as some random negative sign coding:

    xsign,ysign,zsign = 0,0,0
    while xsign == 0 and ysign == 0 and zsign == 0 do
    xsign = random(-1,1)
    ysign = random(-1,1)
    zsign = random(-1,1)
    end

    And for some big pieces around the map use:

    bigcnklg = {"meg_asteroid"," meg_asteroid_nosubs","meg_asteroid_mp"," meg_balcoragate","meg_bentus"}
    bigpart = bigchklg[random(5)]
    addSquadron(bigpart, bigpart, {x, z, y}, -1, {0, 0, 0}, 0, 0)
    x,z,y can be random generated points in your map.
    The key here is that you don't need to specify the exact piece being placed.

    I tried this with addSalvage, but it did not seem to work.

    Good luck programmers!

  10. #160
    LightStar
    Guest
    "The interesting thing is that the colors are compounded when items overlap in the same locations. This intensifies the color effect. If you put two nebula's in the same location with different colors, the resulting color is a combination of the two with double the strength."

    That's the lightening effect you get with RGB colors. Photoshop also has a Lighten feature for layers--and basically what it does is instead of having one layer completely overlap the other, it makes it transparent and able to "lighten" the layer underneath.

    Colors that seem to work REALLY well in lighten mode: Red/Blue/Purple, Green/Orange, Blue/Aqua/Green. I've noodled a LOT with Lighten and layers of nebula-like clouds in Photoshop for space-scenery wallpaper, and there's no end to the fun you can have with colors.

    Makes me wonder if you can do custom backdrops for maps in programs like Photoshop? The problem is getting the thing to "wrap" when you spin your view around 360 degrees....

    And for the Mothership righting itself....That's funny! I'll have to putz to get that.

    And thanks for the map editing info...I have DEFINITELY wanted this stuff for a while! (Now, to have enough time this weekend to program it in and test it out along with my new home-made badges.) :devil:

  11. #161
    redknight4
    Guest
    well the hw2 modding tools have relesed finaly and we can make even cooler maps and/or mods.

    awsome

  12. #162
    iron_man123
    Guest
    Originally posted by redknight4
    well the hw2 modding tools have relesed finaly and we can make even cooler maps and/or mods.

    awsome
    Where are they at??????????????????

  13. #163
    Geritol_OMO
    Guest
    Ok, I am totally aggravated now. I gave trying to make maps, because the maps would not show up in the list in game. I just played a nice new map online - Tanis Hunt, but I can't find the level file and the map doesn't show in game. I made the folders as follows. Hopefully one of you guys can see where I went wrong.

    C:\Program Files\Sierra\Homeworld2\Data\leveldata\multiplayer\deathmatch\

  14. #164
    Gervahlt
    Guest
    Are there any files in that folder? When you play the game it may not actually create a copy of the map on your computer, but simply load it into RAM...not sure on this.

    If it's there but still doesn't show, try changing the "leveldata" part to "LevelData". I don't think it would be case sensitive, but I've seen stranger things in games.

  15. #165
    nickersonm
    Guest
    Downloaded maps are in the \Release\something dir I believe. Do a search for *.level files.

    - nickersonm

  16. #166
    iron_man123
    Guest
    Originally posted by Geritol_OMO
    Ok, I am totally aggravated now. I gave trying to make maps, because the maps would not show up in the list in game. I just played a nice new map online - Tanis Hunt, but I can't find the level file and the map doesn't show in game. I made the folders as follows. Hopefully one of you guys can see where I went wrong.

    C:\Program Files\Sierra\Homeworld2\Data\leveldata\multiplayer\deathmatch\
    I think data should be in lowercase.

  17. #167
    redknight4
    Guest
    It can be found at www.relic.com/rdn you have to register in order to get them.

  18. #168
    bobthedog
    Guest
    one really stupid thing I've found is that the nebulae are only colored on the side that is lit by the local lighsources (i.e. the sun or whatever). so:


    (no light)-------(Nebula)-------(Light SOurce)


    the nebula will be colored on the Right side and black on the left.

    really silly if ya ask me.... or did I miss osmething?

  19. #169
    xksimon
    Guest
    when i finish my text.level, i put it in the Data\LevelData\multiplayer\deathmatch
    but i launch the HW2.exe , 10 seconds after the game was shuntdown itself, it about my map data :

    levelDesc = "A"
    maxPlayers = 2

    player = {}

    player[0] = {
    id = 0,
    name = "Vaygr",
    resources = 10000,
    raceID = 1,
    startPos = 1,
    }

    player[1] = {
    id = 1,
    name = "Hiigaran",
    resources = 10000,
    raceID = 0,
    startPos = 1,
    }

    function DetermChunk()
    addPoint("StartPos0", {-6000, 0, 0}, {0, 90, 0})
    addPoint("StartPos1", {6000, 0, 0}, {0, 270, 0})

    addAsteroid("Asteroid_4", {-7700, 600, 400}, 100, 100, 100, 100, 100)
    addAsteroid("Asteroid_4", {-7600, 650, 420}, 100, 100, 100, 100, 100)
    addAsteroid("Asteroid_4", {-7500, 625 440}, 100, 100, 100, 100, 100)
    addAsteroid("Asteroid_4", {8700, 600, 400}, 100, 100, 100, 100, 100)
    addAsteroid("Asteroid_4", {8600, 625, 420}, 100, 100, 100, 100, 100)
    addAsteroid("Asteroid_4", {8500, 650, 440}, 100, 100, 100, 100, 100)
    addDustCloud("polySurface1", "dustcloud_0", {7000, 0, 525}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {6500, 0, 550}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 6000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 5500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 5000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 4500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 4000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 3500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 3000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 2500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 2000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 1500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 1000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {1, 0, 500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -1000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -1500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -2000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -2500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -3000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -3500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -4000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -4500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -5000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -5500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -6000}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -6500}, {1, 1, 1, 1}, 0, 3)
    addDustCloud("polySurface1", "dustcloud_0", {-1, 0, -7000}, {1, 1, 1, 1}, 0, 3)
    addPebble("Pebble_0", {1, 0, 0}, 0, 0, 0)

    setWorldBoundsInner({0, 0, 0}, {20000, 10000, 20000})
    end

    function NonDetermChunk()

    fogSetActive(0)
    setGlareIntensity(0)
    setLevelShadowColour(0, 0, 0, 1)
    loadBackground("m01")
    setSensorsManagerCameraDistances(5000, 20000)
    setDefaultMusic("Data:sound/music/battle/battle_01")
    end
    one more question , when i tried add the ship in the .level file , the map must be error ......... is it right?
    Last edited by xksimon; 8th Nov 03 at 7:28 AM.

  20. #170
    pencil
    Guest
    i ll have a try..

  21. #171
    iron_man123
    Guest
    Originally posted by xksimon
    when i finish my text.level, i put it in the Data\LevelData\multiplayer\deathmatch
    but i launch the HW2.exe , 10 seconds after the game was shuntdown itself, it about my map data :


    one more question , when i tried add the ship in the .level file , the map must be error ......... is it right?
    the format for asteriod is: addAsteroid("AsteroidType", {X, Z, Y}, RU, ?, ?, ?, ?) .
    you have 100 in all ? values, try 0.
    Oh and get rid of Pebble_0, try 1 or 2.
    You can also comment your line by adding -- to the front of the line. This can help debug a level. Put the -- in all lines in question and run HW until you can startup. Then just remove the -- and test again. This is the only way I found I could debug my typo errors. If you don't have the manual in the first part of this thread, I suggest you get it. Even the wrong font type can cause errors as I found out, so use note pad to mod .level files.

  22. #172
    Lost in the code... Mikali's Avatar
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    Can I have your permission to add this to the wiki?

    -Mikail
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  23. #173
    Lost in the code... Mikali's Avatar
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    Originally posted by nickersonm
    Downloaded maps are in the \Release\something dir I believe. Do a search for *.level files.

    - nickersonm
    No, they're in the Bin\Profiles\levels directory.

    -Mikail
    Last edited by Mikali; 12th Nov 03 at 11:27 PM.

  24. #174
    Lost in the code... Mikali's Avatar
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    Originally posted by kuun_drax
    hi

    www.newweb.org/kdx/

    rubrique maps

    370 maps :blink:
    Great site!

    -Mikail

  25. #175
    justme
    Guest
    Originally posted by Mikail


    Great site!

    -Mikail
    maybe but it s missing CATA

  26. #176
    iron_man123
    Guest
    Originally posted by Mikail


    Great site!

    -Mikail
    Yeah, Great if you can read French!! I don't know why it does some in English, but very difficult to understand the site.

  27. #177
    iron_man123
    Guest

    Clearer Post Please!!

    Originally posted by Mikail
    Can I have your permission to add this to the wiki?

    -Mikail
    Who or What were you refering to?? What is 'wiki'?

  28. #178
    Lost in the code... Mikali's Avatar
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    It's Clear!!

    Originally posted by iron_man123


    Who or What were you refering to?? What is 'wiki'?
    The Homeworld 2 Wiki
    http://hw2.tproc.org/wiki/KarosGraveyard
    Last edited by Mikali; 14th Nov 03 at 12:52 AM.

  29. #179
    Lost in the code... Mikali's Avatar
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    All Your Nebual Are Belong to Us

    Pebble_3 and DustCloud_NoCharge seem to crash the game.

    And, M05_NebualDustCloud_NoRes, M05_NebualDustCloud_NoRes2, and M05_NebualDustCloud_NoRes3 are actually misspelled that way!

    -Mikail

  30. #180
    Lost in the code... Mikali's Avatar
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    Originally posted by iron_man123


    Yeah, Great if you can read French!! I don't know why it does some in English, but very difficult to understand the site.
    Yeah, I can't read French, either. But, they did a posh job. The site is much more of a centralized resource than most HW sites.

    -Mikail

  31. #181
    Lost in the code... Mikali's Avatar
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    If you would like to add my instructions on how to create basic shapes to your tutorial, go ahead. Here's the url:

    http://forums.relicnews.com/showthre...492#post288492

    -Mikail

  32. #182
    Lost in the code... Mikali's Avatar
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    I can't seem to get the thumbnail image to work. All I get is a blank white image. I'm saving it as a 512x512 uncompressed 24bit TGA. I've tried using three different paint programs...

    grrr...

    -Mikail

    [edit]
    Well, I got one of them to wotk accidentaly.
    I suggest that people should mark the starting positions on the TGA when making a new map. The Homeworld font could be used.
    [/edit]
    Last edited by Mikali; 14th Nov 03 at 6:17 AM.

  33. #183
    iron_man123
    Guest

    Clear to whom?????

    Originally posted by Mikail
    Can I have your permission to add this to the wiki?

    -Mikail
    So who's permission are you asking, and what info are you referring to? Again the same question! Answering half of the question is not a answer.

  34. #184
    iron_man123
    Guest
    Originally posted by Mikail
    I can't seem to get the thumbnail image to work. All I get is a blank white image. I'm saving it as a 512x512 uncompressed 24bit TGA. I've tried using three different paint programs...

    grrr...

    -Mikail

    [edit]
    Well, I got one of them to wotk accidentaly.
    I suggest that people should mark the starting positions on the TGA when making a new map. The Homeworld font could be used.
    [/edit]
    I got it to work using 256 x 256 tga from Paint Shop Pro v7. If you still are getting a white background you might have a transparency color set to white. I would get rid of the transparency and make sure it is in the correct directory.
    Just suggestions!

  35. #185
    Rebmem
    Join Date
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    Kelowna, BC
    Where are teh maps with teh structures that you can capture for production and whatnot? We should make some...

  36. #186
    malignus
    Guest
    Originally posted by Mikail
    Can I have your permission to add this to the wiki?

    -Mikail
    If you're talking about my tutorial, the answer is yes. Otherwise, uh, I dunno.

  37. #187
    Lost in the code... Mikali's Avatar
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    The tutorial has been copied to the wiki.

    http://hw2.tproc.org/wiki/MappingTutorial

    I reorganized some of the sections. I also fixed a typo.

    -Mikail

    [edit]Oh, I took out the DetermChunk stuff because the way I reorganized it made it inconvenient. You might want to add that back in there.
    Last edited by Mikali; 18th Nov 03 at 1:44 PM.

  38. #188
    cjergl
    Guest

    Regarding scripting

    I know this is kinda "out there".. but I was wondering if there's anyway to delay a player's entry into a game via scripting or whatever....

    For example, I have a 2v2 map, but I want player 1 and 3 to enter the arena first, and players 2 and 4 to hyper in at say 3 minutes into the game.

    Or better yet, player 1 and 2 begin the map and then a player 3 hypers in at 3 minutes.... :-) etc.

    Is this even possible?


    I think this kind of thing would add needed depth to HW2 multiplayer games. What do you think? and what do you know?

    woolph

  39. Modding Senior Member Homeworld Senior Member  #189
    Lurking as a lifestyle? IcePirate's Avatar
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    Originally posted by Mikail
    I suggest that people should mark the starting positions on the TGA when making a new map. The Homeworld font could be used.
    Best idea I've heard in a while. Trying to remember the wacky even/odd start positions on some of these maps is tough. I keep a set of notes posted by the computer so I can get them right when I host.

    Please, please, do this when making your map thumbnails.

  40. #190
    ufo
    Guest
    this is off topic, but iron_man123 what is your picture from?

  41. #191
    ufo
    Guest
    ok, when i add the leveldata/multiplayer/deathmatch folders my hw will not start, but when i remove them it starts fine. WTF

  42. #192
    Lost in the code... Mikali's Avatar
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    Originally posted by ufo
    ok, when i add the leveldata/multiplayer/deathmatch folders my hw will not start, but when i remove them it starts fine. WTF
    leveldata is spelled LevelData.

    -Mikail

  43. #193
    Lost in the code... Mikali's Avatar
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    nvm
    Last edited by Mikali; 23rd Nov 03 at 8:27 PM.

  44. #194
    Vapidfire
    Guest
    *SHameless Plug*

    Lathe of Sajuuk is a new map tool that will help you make maps and avoid some of the tedious edition involved. Get it at:

    http://www.liscoplus.com/~vapidfire/dls.htm

  45. #195
    malignus
    Guest
    What does it do?

  46. #196
    bobthedog
    Guest
    it lets ya specify settings in amap that can either be somewhat random or fairly static.

    i.e. you can say maxe a dustcloud that could be 10 to 50 KM wide or you can say make it so it's ONLY 30 KM wide.

    but it does more than than. it's an entire level creator...

    take a look.

    and the randomization is done during the map output so the levels ARE compatible with MP.

  47. #197
    Ethernet
    Guest
    Can you change the RU values for asteroids?

  48. #198
    JediMaster
    Guest
    no, but you can change the RU multiplier.

  49. #199
    Nikolaia
    Guest

    Art

    Broken Links!!!

    Seems that the links are no longer available..could someone send me the .pdf please
    Thanks
    AurisLT@gmx.at :sam:

  50. General Discussions Senior Member Modding Senior Member  #200
    Philosophizer Locutus's Avatar
    Join Date
    Jan 2005
    Location
    Chasing my heart through the Spaceways
    Ahhhhhhhhhhhh! The horror of the necromancy! Reki, think you could send this thread over to me, got several beginning mappers that could use such a thread. Something related to map-making really belongs in the RDN doesn't it?

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