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LAV_Coyote25 İRevised: February 16, 2007 |
| What does Editworld do and how does it work? | ||
| 2D and 3D Map Display | creating a map - how to | |
| keyboard commands | file types used by Editworld | |
| Tile Types in Editworld | Tile Sizes in 32 Bit Editor - READ NOW!! | |
| Known Bugs (original Editor) | ||
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How to Add your new maps to the new Warzone 2100 and correct problem with Unix format. |
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| using the 32 bit world editor - graphic tutorial | ||
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1) What's new |
2) Saving a new map |
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3) Scroll Limits |
4) Final Save Screen |
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EditWorld is the map editor for Warzone 2100. It exists as a 32 bit Windows application. A modified version of it was used in creating all the levels for the original game. Using EditWorld you can create your own maps for use in the Skirmish and Multiplayer game modes. A Warzone 2100 map is made up of a height map, a tile map, gateway information, some structures and some optional features. All of these can be edited in EditWorld. The height map is a grid of height values. At one end of the scale is sea level indicated by the color BLACK, and at the other the top of the highest mountain in the game indicated by the color WHITE. The tile map is a grid of textures. These textures are stretched over the height map so as to provide graphical detail. Using the textures you can create areas of grass, mud, concrete, sand or snow, and then run roads through them. [ index tile types ] There are three sets of tiles or textures, known as datasets. One dataset exists for each Campaign in the single player game mode. Desert / Urban / Mountain These are not to be confused with technology sets, which are independent of the map on which they appear. T1 / T2 / T3 ( or tech levels 1 2 3 ) Gateway information exists to keep the pathfinding in the game running smoothly and is one of the most frustrating concepts to understand. ( see : index GW1 and index GW2 ) Some of the 3D objects that appear in the game world are known as structures. A good example would be a player building or unit. Other, non-player 3D objects, such as boulders, buildings, artifacts are known as features. |
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Installation 16 bit original version
NOTE: this has changed and does not work this way for the 32 bit version.
Run Setup.exe to install EditWorld on your computer. You will need a full installation of Warzone 2100 to use EditWorld. Please note that EditWorld loads Warzone 2100 game data, so you may have to change the destination directory from the default if you have installed Warzone 2100 in a non-standard directory.
The software-rendering version should work on any machine with DirectX 6 installed, as long as the Windows color depth is set to 16 bit (you can do this using Start, Settings, Control Panel, Display, Settings, Colors).
The hardware-rendering version should work on any machine with DirectX 6 installed and a 3d accelerated video card that features 8MB of video memory and the ability to draw textured 3d in a window, again, ensure your windows display bit depth is set to 16.
This version has been tested with the Permedia 2, Matrox G200, ATI Rage Pro and Riva TNT video cards. Voodoo 1 and Voodoo 2 are not supported.
Installation 32 bit version.
Install the 32 bit World Editor Folder in the root of C:/
(Example : C:\ Beta World Editor 32 bit -128 by128 -png Beta
(further note that (edit world / world edit) works fine in windows xp with dx9 installed) |
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.lnd - This is the EditWorld internal map storage format, for loading
and saving work in progress maps. Always keep a copy of your map in this format so that you can make changes to
it in EditWorld. .clp - This is the EditWorld clipboard file format. EditWorld can export and import clipboard contents, see Drop Down Menu Options, File Menu for more information. PNG is the new standard for the World Editor and WarZone 2100 Revisions 2.0 xxx .PNG - This is a standard bitmap file format used for storing pictures. EditWorld can import and export tile and height maps as .png files (see Drop Down Menu Options, Map Menu). Most modern paint packages will load and save .png files. If you experience problems loading and saving .png files, be sure that your Paint Package supports a recent version of the .png standard, Some packages allow you to choose which version of the .png standard to use. PCX is no longer used by the 32 Bit World editor - nor by the New WarZone 2100 Revisions 2.0 xxx
Most modern paint packages will load and save .pcx files. If you experience problems loading and saving .pcx files, be sure that your Paint Package supports a recent version of the . pcx standard, as some older versions only support two colours. Some packages allow you to choose which version of the .pcx standard to use. EditWorld has been tested with Version 5 of the .pcx standard.
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When you run EditWorld you are presented with the EditWorld display. The Title Bar
At the top of the screen is the title
bar, which shows the name of the .lnd (map) file that you are currently
editing. On the right hand side of this bar are the standard Windows
minimize, restore and close buttons
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The next line down is the drop down
menu title bar. See the section entitled Drop Down Menu Options for more
information on this.
Below the drop down menu title bar are
the two icon bars. For a complete description of each icon and it s function
see the section entitled Icons. Tool tips, activated by holding the mouse
pointer over an icon, are available for a quick reminder of an icon s
function. It is also possible to drag and drop rows of icons so as to
rearrange the icon bar display. Some people find it useful to only have one
icon bar line (thus freeing up screen space for the map and tile displays).
You can achieve this by dragging the bottom row of icons over the top row of
icons.
Moving down the screen, the left edge of the display features the player selection and enable buttons. Those buttons marked e[number] (e.g. e5) toggle the display of structures belonging to that player in the map views. Those buttons marked P[number] (e.g. P4) allow you to select a player to edit. All structures and vehicles that you paste on the map will belong to the player selected at the time of placement. Note:
Some Warzone 2100 multiplayer maps feature Scavengers. You can include Scavengers in your maps, but there are
several limitations. Scavengers must take up the slot occupied by player 7, and because of this they can only appear
on maps featuring fewer than seven players. Scavengers will not appear in One Player Skirmish games. If you place
Scavengers on a map, be sure to give them a factory, a power generator and an oil derrick. This will allow them
to build units. Without these three buildings maps featuring Scavengers may not work properly.
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Tile Texture Display |
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Once you have loaded a .lnd (map) or data set the black area immediately to the right of the player selection
and enable buttons will fill up with available tile textures, structures and features.
This is the tile texture display. Each tile texture, structure and feature is numbered. You can scroll down through the list using the slider bar and arrow buttons on the right edge. The currently selected tile texture, structure or feature is highlighted with a white rectangle. Clicking on another tile texture, structure or feature will select it. Double clicking on a tile texture will bring up the Paint Orientation dialog box. This allows you to change the following |
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Rotation Angle - Choose a tile texture rotation from 0 Degrees, 90 Degrees, 180 Degrees or 270 Degrees. You can then paint using the rotated version of the tile texture. The rotation is stored as part of the tile s Texture Flags. See also Drop Down Menu Options, Map Menu, Reset Texture Flags. X Flip - Tick this box to flip the tile texture horizontally. You can then paint
using the flipped version of the tile texture. The flip is stored as part of the tile s Texture Flags.
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Note: The above options all edit the tile s Texture Flags. These are displayed in text form on the tile in the Tile Texture Display. |
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To the right of the tile texture display is the 3d map display. This shows the map, as it will appear in the
game. You can use this view to edit almost all aspects of the map. When you are editing the height map, each vertex
is displayed as a white dot at the corner of a tile texture. Use the cursor keys to move around the map. You can
rotate the 3d map display by holding down the left shift key and the left mouse button while moving the mouse in
this view.
See also Drop Down Menu Options, View Menu, Look North.
It is also possible to change the depth of the display using the Key Commands W
- expands the visible area on the 3d map and
Q - decreases the visible area on the 3d map.
Also - using these keys in combination with the numeric keypad
page
up and page down
and the keypad ( - ) & (
+ ) you are able to change the camera angles - further note
that the home and end
keys will rotate the 3d display - any combination of these particular keys
will result in your being able to see the land forms from any and all
angles. See also
-keyboard commands
There is an overlay on the top left corner of the 3d map display known as a locator map. This shows the whole map in miniature. The crosshair on this display shows the current camera position. You can move it by clicking anywhere on the map. See also Drop Down Menu Options, Options Menu, Locator Maps, Show Heights, Show Textures and Large Scale.
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| The 2d map display exists as a section that can be dragged up over the 3d map display. It shows a top down view of the map without any height information. As in the 3d map display, you can use this view to edit almost all aspects of the map. It is recommended that you do not edit map heights in this display, as you will not be able to see the results of what you have done. Again, the cursor keys can be used to move around the map. You can also use the slider bars at the edge of this display for the same purpose. There is also a locator map overlay on the top left corner of the 2d map. As in the 3d map display, this shows the whole map in miniature. The crosshair on this display shows the current camera position. You can move it by clicking anywhere on the map. | |
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See also Drop Down Menu Options, Options Menu, Locator Maps, Show Heights, Show Textures and Large Scale. |
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| Information Bar - At the bottom of the EditWorld window
is the information bar Holding the cursor over a menu option or icon and the left side of the information bar will display a quick description of that option or icon s purpose. Position - This displays the current camera co-ordinates. Angle - This displays the current camera angle. Tile Position - This displays the current position of the current cursor position in tile ( T ) and world ( W ) co-ordinates and is displayed on the far right of the information bar. |
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Creating a Map - The Original How to: SEE ALSO :
(A Beginner s Guide to Making Warzone 2100 Maps by Dr. John
www.KickAssGear.com.) |
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| To create a new map, select New from the file menu or click on the New tool bar button.
You will be asked to specify which data set to use (Arizona, Urban or Rocky Mountains) and to specify the size
of the new map.
The map width and height can be any even number between 16 and 250 tiles. You are now ready to edit the height map and tile map. Once you have done this, you need to provide a base for each player. The only rule here is that every player must have a constructor vehicle within range of an oil derrick at the start of the game, otherwise the game may fail. Bear in mind that you cannot guarantee which players will be human and which will be computer controlled. Try to balance the contents of the bases against each other. Note: When you start a Skirmish or Multiplayer game you choose between Start With No Bases, Start With Bases and Start With Advanced Bases. The first of these options removes all player buildings from the map. The second removes all instances of factory modules, one factory from each player, one research facility from each player, all instances of power modules, all defences, all command relay centres and all cyborg factories. The third leaves all buildings intact.
See Icons, Create Routing Gateway for information on how to do this. You are now ready to export the map. Click on the .File. menu s .Export Multi Player Map., when asked, enter a name for the map. You must try and ensure that the name you give the map is unique. Drop Down Menu Options . Available menu options, keyboard shortcuts and descriptions
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File Menu: SEE: FIRST PIC FOR NEW BUTTON DESCRIPTIONS |
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New - This deletes the current map and tileset, allowing you to start again as if you had just run EditWorld.
Open Project (Ctrl + O) - This brings up a file requestor allowing you to select a .lnd (map and dataset) file to load.
See the File Types section for more information on .lnd files.
Save Project (Ctrl + S) - This saves your current map and dataset over the .lnd file from which it was loaded. If you did not load the current map and dataset from a .lnd file, a file requestor appears allowing you to select a filename for your .lnd file.
Save Project As - This brings up a file requestor allowing you to save your map and dataset as a .lnd file
Save Map Segment - This allows you to export a rectangular section
of the map as a new .lnd (map and dataset) file.
Export Clipboard - This brings up a file requestor allowing you to export the current clipboard contents as a .clp (clipboard) file.
See Icons, Copy Marked Area To Clipboard for more information on the clipboard
Import Clipboard - This brings up a file requestor allowing you to import clipboard contents from a .clp (clipboard) file.
See Icons, Copy Marked Area To Clipboard for more information on the clipboard.
Export Multi Player Map ( Green Button Now!! see first picture) - This allows you to export the map ready for use in Warzone.
SEE PICTURES 2 , 3 , 4 at begining of tutorial
Export Edge Brushes - This brings up a file requestor allowing you to export the current set of edge brushes as a .ebr file.
See Drop Down Menu Options, View Menu, Edge Brushes for more information on edge brushes.
Import Edge Brushes - This brings up a file requestor allowing you to import a set of edge brushes from a .ebr file.
See Drop Down Menu Options, View Menu, Edge Brushes for more information on edge brushes.
See The EditWorld Display, Tile Texture Display for more information on tile properties.
See The EditWorld Display, Tile Texture Display for more information on tile properties.
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Map Menu: Map Preferences - This brings up the Map Preferences dialog, allowing you to change the following
Map Width - Change the width of the map in tiles. Be aware that changing this will delete the current map and dataset. Use the Save Map Segment option on the File Menu to change the size of an existing map. Note that changing the map size results in a new blank map at the new size.
Map Height - Change the height of the map in tiles. Be aware that changing this will delete the current map and dataset. Use the Save Map Segment option on the File Menu to change the size of an existing map. Note that changing the map size results in a new blank map at the new size. |
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Note: Please Read This Before Proceeding! |
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original settings 16 bit map width 64 to 250 even increments map Height 64 to 250 even increments Tile Texture Size = 64 - This value has been set for Warzone 2100. Changing it may cause EditWorld or Warzone 2100 to function incorrectly. Tile Size = 128 - This value has been set for Warzone 2100. Changing it may cause EditWorld or Warzone 2100 to function incorrectly.
Sea Level = 0 Height Scale = 1 to 5 |
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New 32 Bit settings Map Size
The maximum map size is limited to 250 * 250, as this is the largest the game, and specifically the gateway system, can safely handled and needs to be an even number IE: 250 by 250 or 120 by 120 or 64 by 64
Tile Texture Size
This value has to be set manually to 128 every time you use the editor (per session) - not Changing it may cause EditWorld or Warzone 2100 to not display the tile textures correctly
Tile Size
This value has to be set manually to 128 every time you use the editor (per session) - not Changing it may cause EditWorld or Warzone 2100 to not display the tile textures correctly
Sea Level = 0 This value has been set for Warzone 2100. Changing it may cause EditWorld or Warzone 2100 to function incorrectly.
Height Scale between 1 and 5 are legal Values |
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View Menu: |
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| Look North (F1) - This aligns the camera in the 3d map view so
that it faces north. Zero Camera Position - This resets the camera to a useable position in the 3d map display. Lock Camera - This emulates isometric projection, locking the camera in one axis so that you can rotate the view left and right easily. Free Camera - This switches off the effects of Drop Down Menu Options, View, Lock Camera (see above). World (F2) - This switches the 2d map display back to showing the 2d map (see Drop Down Menu Options, View, Edge Brushes). Edge Brushes (F3) - This switches the 2d map display to showing the edge brush display. Edge brushes allow you to quickly blend areas of one tile texture with another. The 3 by 3 tile grid at the top left of the display shows the brush tile texture (in the middle) and the outside corners of the brush. The 4 by 4 grid on the right shows the inside corners of the brush. These textures can be edited in the normal way. You can also change the triangle direction on each of these grid squares using the relevant icon.
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Options Menu: |
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| Textured - This switches back to textured display mode in the
3d map display (see Drop Down Menu Options, Options Menu, Wire Frame. Wire Frame - This switches to wire frame display mode in the 3d map display. Wire frame mode can be useful in editing map heights. Gouraud Shading - This toggles Gouraud shading on and off in the 3d map display. Auto Height Set - When this option is ticked, painting with a water tile will automatically set the terrain height under the tile to the sea level. Sea Level - This displays sea level on the 3d map view. Terrain Types - When this is switched on EditWorld displays the terrain type of each tile texture as a square colored overlay in the Tile Texture Display. A tile's terrain type determines which vehicles can travel over it. For instance, only hover and VTOL vehicles may cross water tiles. Objects - This toggles the display of objects on the 2d map display, the 3d map display and the locator maps on and off. Bounding Spheres - This toggles bounding spheres around objects in the 3d map display on and off. Locator Maps - This toggles the locator maps on and off in the 2d and 3d map displays. Show Heights - This sets the locator maps in the 2d and 3d map displays to a mode showing height information. Show Textures - This sets the locator maps in the 2d and 3d map displays to a mode showing tile texture information. Large Scale - This toggles between showing large and small locator maps in the 2d and 3d map displays. |
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Help Menu: |
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About EditWorld - This brings up a dialog box showing which version and build of EditWorld is running - there are no help topics available. |
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Icons . Individual icon descriptions |
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New: - See Drop Down Menu Options, File, New. Undo (CTRL + U): - Undoes the last operation performed. Note that
this does not work with all operations. An undo history is stored so that several operations can be undone, one
at a time. |
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Get Texture (CTRL + G): - This changes the mouse pointer to pipette
mode. Clicking on a tile texture in the 2d or 3d map display will then select that Class (can t be changed) - This is the type of object that you are editing (e.g. structure etc.).
Fill Using Edge Brush: - This allows you to flood fill using the currently selected edge brush.
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Apply To Tiles: - This changes the properties of the Icons, Drag Vertex option. Apply To Vertices: - This changes the properties of the Icons, Drag Vertex option. Get Height (Alt + G): - This changes the mouse pointer to pipette
mode. Clicking on a vertex in the 3d map display will then select the height of that vertex Drag Vertex (CTRL + D): - This changes the mouse pointer to a
pair of pliers. Using this mode you can drag vertices up and down in the 3d map display,
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NOTE: make sure you change the player ( P0 / E0 thru P7 / E7 ) if you are trying to duplicate bases. |
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Paste From Clipboard (CTRL + V): - This allows you to paste the contents
of the clipboard into the 2d map display or the 3d map display. The current paste preferences
are taken into account. (see Icons, Copy Marked Area To Clipboard (see Icons, Set Paste Preferences)) Set Paste Preferences: - This brings up a dialog allowing you to edit the marked area paste preferences (see Icons, Paste From Clipboard) Heights - Tick this if you want to paste height values from the clipboard. Textures - Tick this if you want to paste tile textures from the clipboard. Objects - Tick this if you want to paste objects from the clipboard. Export Clipboard: - See Drop Down Menu Options, File Menu, Export Clipboard. Import Clipboard: - See Drop Down Menu Options, File Menu, Import Clipboard. |
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Set Tri Direction 1 (CTRL + T): This allows you to click on a tile in the 3d map display and change the direction of the triangle rendering on that tiles surface. Changing the triangle rendering direction can be useful in avoiding rendering errors in the Warzone 2100 game engine, especially at boundaries between land and sea. |
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| X Flip Tile: - This allows you to click on a tile texture in either the 2d map display or the 3d map display and flip that tile texture horizontally. |
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| Y Flip Tile: - This allows you to click on a tile texture in either the 2d map display or the 3d map display and flip that tile texture vertically. |
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| Rotate Tile: - This allows you to click on a tile texture in either the 2d map display or the 3d map display and rotate that tile texture 90 degrees clockwise. |
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To change the tiles - choose one of the colored icons ( ie: cliff tile ) and then find all the tiles that look like cliffs and click on them one time. That tile will now be a cliff tile. look under the options menu - click on terrain types - look on the 2 d view map - you will see the colored icons now superimposed over the tiles... |
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X - Flips the tile beneath the mouse pointer in either the 2d or 3d view horizontally. Y - Flips the tile beneath the mouse pointer in either the 2d or 3d view vertically. W - Increases the draw distance in the 3d map view.
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Keyboard Shortcuts. |
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Raise camera Page Up Lower camera Page Down Rotate camera left Home Rotate camera right End Pitch camera forward - Pitch camera back + Increase draw distance W Decrease draw distance Q Raise sea level Insert Lower sea level Delete
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Fill Textures Ctrl F Get Texture Ctrl G Paint texture Ctrl B Edge Paint Alt B
Copy Texture ID Ctrl C Paste height Ctrl P Paste all Alt P Paste textures Shift P
Vertex Mode Ctr F1 Tile Mode Ctrl F2 Drag Height Ctrl D Get Height Alt G Paint Height Ctrl H Paint at sea level Alt H
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Tri Dir 1 Ctrl T Tri Dir 2 Alt T Tile Show Ctrl V Tile Hide Alt V Tile Flip X Ctrl X Tile Flip Y Ctrl Y Tile Rotate Ctrl R
File New Ctrl N File Open Ctrl O File save Ctrl S
Next pane F6 Prev pane Shift F6
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Known Bugs and Problems . Descriptions of known bugs and problems within EditWorld and this may hold true for this version as well - please report all bugs thankyou |
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text in orange is for the old 16 bit editworld... not the new 32 bit world editor... So you want to make new maps in Warzone 2100 eh? Well all you need is the Warzone World Editor (.EditWorld.) and some free time on your hands. Having this guide handy might help too! This guide is intended as a supplement to the EditWorld help files from Pumpkin Studios and the NEWST organization. NEWST provides an excellent guide that discusses the various buttons and menu options in EditWorld. My manual is meant as a supplement for beginners who need more help with the basics. What you will need. A personal computer with at least a 400 MHz processor and 128 MB of RAM. Warzone 2100, and EditWorld for Warzone. If you don't have Warzone 2100, you may be out of luck, because the game is no longer in print. You're only hope is to get a copy from someone who has the game. On the other hand, you can download EditWorld from the organization. (see links page)
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1. Download
EditWorld from (see
links page) and install it on your hard drive.
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| 3. Making a height map: To get started with your first map, it is highly recommended that you create a gray scale image of the terrain you want in your map. This is much simpler than it sounds. All you need is any painting program for the PC. Make sure you only paint in black and white, which gives you 256 levels of gray. The only other rules are that you will need to save the final picture in PNG format, and at a final size in pixels that is equal to the map size in tiles. So if your map is going to be 100 by 100 tiles, the PNG file should be 100 by 100 pixels. The maximum map size with EditWorld is 250 x 250 tiles. The basic idea is that the highest areas on the map painting are represented by white, and the lowest areas are represented by black. If you want a steep or sheer cliff face to show up in the final map, make sure the transitions between black and white areas are sharp. If you want smoothrolling hills, use gradients of gray to make smooth height transitions on the map. Sea level will be at the lowest point on the map, which corresponds to the black areas. The idea is to make the lay of the land using various shades of gray. Plan your map carefully at this stage, because the height map really defines what the final map will look and play like. Note that you can paint your map at a larger size than the final dimensions as long as your paint program allows you to size the picture to the correct final dimensions. Don't forget to save the map in the .PNG file format. The heightmap I made for my map called ValleyForge is shown at the right. |
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| 4. Selecting a
Texture Data Set and Map Size: Now that you have your height map ready, you can start EditWorld. When you create a new map you will need to select a texture set. There are three built-in data (texture) sets, one is called Rocky Mountains, another is called Arizona, and the final one is called Urban. Each one uses different tile texture sets. You'll need to get the hang of each of the different tile texture sets to use them effectively. However, you only use one texture set per map. In practice, you will only paint with individual tiles when doing touch-ups. To paint whole areas it is much better to use the so-called edge brushes, which I'll get to shortly. After you decide which one of the data sets to use, you need to decide how large you want the map to be. A small two person map can be in the 64 by 64 range, while four player maps should be in the 150 x 150 range. Large maps are in the 250 by 250 range. Remember to set the size of the map equivalent to the dimensions of your height map in pixels. The texture / feature window is on the left side of the screen. Each texture/feature-set also includes all the buildings, hardpoints, and other features you'll need to make a finished map. You can scroll up and down the texture/feature set using the scrollbar at the right side of the texture window.
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5. Importing
the height map: |
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| 6. Starting to
draw the map: The basic idea behind map painting is to use the edge brushes to paint out water, mountains and other features that limit vehicle movement on the final map. The rule here is that each texture tile is assigned to a particular .terrain type. (water, dirt, ice, cliff etc.). The terrain types assigned to the texture tiles are changeable, meaning that you can define which textures are cliff face (impassable), and which are dirt (passable). This is a key feature of EditWorld. You'll notice a series of buttons along the top of EditWorld which have colored squares in them. You can hover the mouse button over a colored square to get a description of it. The main point here is that different terrain types limit vehicle movement on the map in different ways. Obviously, water limits movement to only hovercraft or aircraft. Setting a particular texture tile to cliff face makes terrain painted with that tile type impassable to all but aircraft. Painting mountain ranges with texture tiles that have been designated cliff face partitions the board into distinct areas. Choke-points between these cordoned off areas will be assigned gateways later in the map production process. Gateways facilitate vehicle movement between different areas on the map. We will get to that topic shortly. In order to change the attributes for a particular texture tile, let's say the one that looks like grass in the Rocky Mountain texture set, simply click on that particular tile in the texture / feature window, and then click on the colored square button above to set the terrain type for that texture. |
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| 7. Edge
brushes: Each of the three texture/feature sets comes with its own set of edge brushes. Edge brushes are collections of related texture tiles which, when used to paint areas on the map, create finished regions of grass, water, rock, or other terrain features. The reason they are called edge brushes is because they produce finished edges around the terrain you're painting. So, for example, if you want to paint a lake in the middle of your map, you would select the edge brush that has water tiles towards the center and grass tiles towards the edge. You can select to paint with either a large, or small edge brush depending on whether you are trying to cover a large or small area of the map. To call up the edge brush utility, simply press the F3 key. There are 15 pre made edge brushes for each texture/feature set. You can make your own brushes in the lower right hand window if you so desire. However, the 15 edge brushes you are given for each texture/feature set should be enough to finish up a professional looking map. To paint on the map in the upper right hand window, click on the edge brush painting icon at the top of the screen ( paint with edges icon, or use the Alt-B key combination). At this point it will be useful to talk about the various windows in Edit World. I have already mentioned the texture/feature window on the left side of the screen. The right side of the screen is split into two windows. The top window is where you will do your map painting with edge brushes. The window below that is where you will set gateways between different parts of your map. You can also design new edge brushes in the lower right window after pressing the F3 key. You can also change between the edge brush view and the world view in the lower right panel by going to the view menu. Also, don't forget that you can resize the two right panels by dragging the bar between them up or down. So start painting out your different terrain with edge brushes. Mountain and rocky terrain will typically be given a status of .cliff face. (using the buttons with colored squares in them at the top of the screen). This makes these painted areas impassable to ground or hover vehicles. Limiting ground vehicle movement this way is a critical design aspect of the game. Wide open boards are often very boring. So plan out your .impassable. terrain carefully. Make sure that different regions of the board are separated from each other, with connecting valleys or zones that are restricted in size. Try not to make choke-points that are too small though, as ground vehicles will tend to bunch up if the passages are too narrow. I try to keep gateways on my maps at least four tiles wide. When it comes to making mountain ranges or bodies of water, don't consider doing it without the edge brushes. It is not only quicker to use edge brushes, it produces much better results. When painting bodies of water, you may want to force the height to sea level where ever the water goes. If so, select auto height set in the options menu. |
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| 8. Texture
touch ups: In many cases edge brushes will not produce a perfectly smooth edge transition, and you will need to go back and touch up some spots with individual texture tiles. This takes some practice and getting used to. To paint with individual textures, use the .paint texture/object. button (or hit Ctrl-B). A shortcut that can really speed up this touch-up process is to use the texture rotate keys on the keyboard. To do this, simply hover the mouse pointer over the texture that you want to rotate, and use the R and E keys. So the basic idea is to put down individual texture tiles where needed, and then use the R and E keys to rotate them to the proper orientation. |
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| 9.
Routing
Gateways: (return
to
index
) Now that you have determined the lay of the land and the terrain types (water, land, cliff face, etc.), it is time to decide where to place the routing gateways in order to expedite traffic between zones. Enlarge the lower right window by grabbing the bar between it and the upper window, and dragging the bar upwards while holding the left mouse button down. If you have an edge brush selected, this window will be showing the edge brush set rather than the map. To change to the map view, go to the view menu and select world , or you can hit the F2 key. To move around your map in this window you can use the arrow keys on the keyboard, or point to an area in the mini-map, which located in the upper left part of the window. Clicking on the mini-map instantly moves your view to that spot on the map.
Keep in mind that you can only lay
down gateways in either horizontal or vertical lines. That is, you can not have
diagonally oriented gateways. So when making a map, try to play-test the
game to see if they're working properly. Under the Map menu there is an
option called Refresh Zones . This updates the map after you have added
gateways. What will happen after placing gateways and using the Refresh
Zones option, is that each area of the board separated by gateways is
assigned a unique number.
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10. Building bases: In the left-hand window, you will notice that you not only have textures for painting out different terrain types, but you also have a section that includes buildings, and one that contains other features. If you scroll all the way to the bottom of the left window you can choose several vehicle types to be placed on the starting map. One of these, the truck, is required for each base. That is, each base that you make on the map must have at least one truck and one oil well. In addition, each base must have at least one building. All other buildings and features are optional. Placed buildings can be moved around by selecting the move button at the top of the screen. Features and buildings are placed on the map the same way textures are, using the .paint texture/object. button at the top (or hit Ctrl-B). It is relatively simple to manage players while building bases. The P0/e0 through P7/e7 buttons at the left side of the screen control which base you are working on at any given time. Only one of the .P. buttons can be pressed at once, and that is the player you are working on. So first press the P0 button, and place all of Player 0's buildings in their base. Then press the P1 button, and place all of Player 1's buildings, etc. Two-player maps will only include buildings for player P0 and P1. Four-player maps will include buildings for players P0 through P3, and eight-player maps will involve players P0 through P7. All of the .e. buttons can be pressed at the same time, in which case you will be looking at everyone's base structures simultaneously. If you want to limit your view to only one player s structures, turn off all of the .e. buttons except for the one you are working on. To get all of the buildings you placed in each base to show up at the start of a game, you need to select Tech-Level 3 before selecting the map. (Note: if you have not updated Warzone with the final 1.10 patch, you will not get the option to select tech-levels prior to selecting your map). NOTE: just make sure that the proper ( | ||||