RelicNews Forums

Go Back   RelicNews Forums > RDN - Relic Game Mods > Homeworld 2 - Tanis Shipyards > Tutorials, Guides and How-Tos
User Name
Password
Register FAQ Members List Arcade Mark Forums Read



Reply
 
Thread Tools
Old 8th Oct 03, 4:50 PM   # 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.
 
Old 8th Oct 03, 4:50 PM   # 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.
 
Old 8th Oct 03, 4:58 PM   # 3
malcom2073
Guest
 

Very nice. This helps alot, I was wondering about alot of the nebula and asteroid values. Thanks.
 
Old 8th Oct 03, 7:14 PM   # 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.
 
Old 8th Oct 03, 9:01 PM   # 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?
 
Old 9th Oct 03, 1:06 AM   # 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
 
Old 9th Oct 03, 2:10 AM   # 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?
 
Old 9th Oct 03, 6:53 AM   # 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.
 
Old 9th Oct 03, 3:24 PM Forum Rules   # 9
theBlind
bones.. yes..
 
theBlind's Avatar
 
Join Date: Aug 2003
Location: 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
theBlind is offline  
Old 9th Oct 03, 11:57 PM   # 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.
 
Old 10th Oct 03, 7:26 AM   # 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.
 
Old 10th Oct 03, 7:33 AM   # 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:.
 
Old 10th Oct 03, 5:13 PM   # 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.
 
Old 11th Oct 03, 4:50 PM Forum Rules   # 14
Bonnet
werst spella evar
 
Bonnet's Avatar
 
Join Date: Dec 2002
Location: mile high

Thanks this is very helpfull, btw this should be sticked, nudg nudge
Bonnet is offline Send a message via AIM to Bonnet  
Old 11th Oct 03, 6:38 PM   # 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
 
Old 12th Oct 03, 12:48 PM Forum Rules   # 16
Bonnet
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?
Bonnet is offline Send a message via AIM to Bonnet  
Old 12th Oct 03, 1:57 PM   # 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
 
Old 12th Oct 03, 3:08 PM Forum Rules   # 18
Bonnet
werst spella evar
 
Bonnet's Avatar
 
Join Date: Dec 2002
Location: 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.
Bonnet is offline Send a message via AIM to Bonnet  
Old 12th Oct 03, 3:15 PM   # 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
 
Old 12th Oct 03, 6:38 PM   # 20
ZuiljiN
Guest
 

i found something weird in the salvage models its Slv_Chunk_Lrg06
i really dont know why relic added this :P

 
Old 12th Oct 03, 6:51 PM Forum Rules   # 21
Bonnet
werst spella evar
 
Bonnet's Avatar
 
Join Date: Dec 2002
Location: mile high

LOL, its a easter egg, get it. OMg i luff relic.
Bonnet is offline Send a message via AIM to Bonnet  
Old 15th Oct 03, 12:09 AM   # 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?
 
Old 19th Jun 04, 12:47 PM   # 23
crazy_joe_noob
Guest
 

if u add a sqadren will it shooot at u?
 
Old 20th Jun 04, 2:18 AM Forum Rules   # 24
Zatch
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.
__________________
~
Zatch is offline Send a message via MSN to Zatch  
Old 20th Jun 04, 3:44 PM   # 25
crazy_joe_noob
Guest
 

thx no they wont shoot u
 
Reply



Go Back   RelicNews Forums > RDN - Relic Game Mods > Homeworld 2 - Tanis Shipyards > Tutorials, Guides and How-Tos
User Name
Password
Register FAQ Members List Arcade Mark Forums Read



Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump




All times are GMT -7. The time now is 4:52 AM.

Page generated in 0.52971506 seconds (81.76% PHP - 18.24% MySQL) with 9 queries

Powered by: vBulletin Version 3.0.7
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.