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Beta World Editor 32 bit BETA

LAV_Coyote25 İRevised: February 16, 2007

Overview and General Principles

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)

How to Add your new maps to the new Warzone 2100

and correct problem with Unix format.

Quick note:

There is included with this World Editor tutorial a file called  "map10a.zip "

- use this file to get your bearings in the editor

- is a simple 4 player map  .LND with gateways included 

- also the 4c-testmap10a.wz - to show what it may look like in game...

- have fun making maps!!      (lav_coyote25).

using the 32 bit world editor - graphic tutorial

 


1)  What's new

2) Saving a new map

3) Scroll Limits

4) Final Save Screen

 

Over view

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.


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.


There are two versions of EditWorld.

 

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.


(further note that edit world works fine in windows xp with dx9 installed)

 


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)


File Types - Description of file types used by EditWorld

.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


.pcx - This is a standard bitmap file format used for storing pictures. EditWorld can import and export tile and height maps as .pcx files (see Drop Down Menu Options, Map Menu).

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.



.ebr - This is the EditWorld edge brushes file format. EditWorld can import and export sets of edge brushes (see Drop Down Menu Options, File Menu).

.ett - This is the EditWorld tile properties file format. EditWorld can import and export sets of tile properties (see Drop Down Menu Options, File Menu). wdg - EditWorld exports maps in the .wdg format for use in the game.

 


The EditWorld Display          ( SEE FIRST PICTURE ABOVE )

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

.
The Drop Down Menu Bar

The next line down is the drop down menu title bar. See the section entitled Drop Down Menu Options for more information on this.


Icon Bars

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.


Player Selection and Enable Buttons

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.


( further note: to use scavengers in the game requires a script or they will not appear.)

 

 

 

 

 

 

player p0e0 thru p7e7
   


Tile Texture Display

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

editworld display

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.
See also Drop Down Menu Options, Map Menu, Reset Texture Flags.
Y Flip - Tick this box to flip the tile texture vertically. You can then paint using the flipped version of the tile texture. The flip is stored as part of the tile s Texture Flags. See also Drop Down Menu Options, Map Menu, Reset Texture Flags.
Random Rotate - Tick this box to rotate the tile texture randomly. You can then paint using randomly rotated versions 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.

Random X Flip - Tick this box to randomly flip the tile texture horizontally. You can then paint using randomly flipped versions of the tile texture. The random flip is stored as part of the tile s Texture Flags. See also Drop Down Menu Options, Map Menu, Reset Texture Flags.

Random Y Flip - Tick this box to randomly flip the tile texture vertically. You can then paint using randomly flipped versions of the tile texture. The random flip is stored as part of the tile s Texture Flags. See also Drop Down Menu Options, Map Menu, Reset Texture Flags.

 

tile orientation

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.

information bar left corner

 


3D Map Display

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.

 

2d3dscreen

2D Map Display

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.  

See also Drop Down Menu Options, Options Menu, Locator Maps, Show Heights, Show Textures and Large Scale.

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.
information bar bottom right


 


Creating a Map - The Original How to:

SEE ALSO :

(A Beginner s Guide to Making Warzone 2100 Maps by Dr. John www.KickAssGear.com.)
( Read the whole of both documents and familiarise yourself with EditWorld s features as you progress. )

 
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.


You will need to add routing gateways to your map. ( see index Dr.John )

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

 

File Menu:

SEE: FIRST PIC FOR NEW BUTTON DESCRIPTIONS

 

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.
Enter the top left tile co-ordinate of your segment in the Starting X and Starting Y fields of the presented dialog box. Enter the width and height in tiles of your segment in the Width and Height fields. Then select a .lnd filename to save your segment to.

 

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.

 


Export Tile Types - This brings up a file requestor allowing you to export the current set of tile properties as a .ett file.

 

See The EditWorld Display, Tile Texture Display for more information on tile properties.

 


Import Tile Types - This brings up a file requestor allowing you to import a set of tile properties as a .ett file.

 

See The EditWorld Display, Tile Texture Display for more information on tile properties.

 


Recently Accessed .lnd Filenames List - Selecting the current .lnd (map and dataset) file from this list does nothing. Selecting any other .lnd file from this list will load that .lnd file.

Exit - This gives you the option to save your work as a .lnd (map and dataset) file before closing EditWorld.

 

drop down file menu

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.

drop down map menu


 
Tile Size:

Note: Please Read This Before Proceeding!

up

 

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

map preferences 2

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

Misc:

Import Height Map - This brings up a file requestor allowing you to select a .pcx (bitmap) file to import as a height map. The file you import must have pixel dimensions that match the tile dimensions of the current map. White in the bitmap will translate to high ground in the map, and black in the bitmap will translate to low ground in the map. This allows you to rough out a landscape in grayscale using your favorite paint package, and then import it into EditWorld to tweak the final result in 3D.

 

Export Height Map - This brings up a file requestor allowing you to export the current height map as a .pcx (bitmap) file. You can then edit this bitmap in your favorite paint package, and use the Import Height Map option to import the changes back into EditWorld.


Import Tile Map - This brings up a file requestor allowing you to select a .pcx (bitmap) file to import as a tile map. The file you import must have pixel dimensions that match the tile dimensions of the current map. Black in the bitmap will translate to the first tile in the current dataset, very dark gray (RGB : 1,1,1) to the second and so on. This allows you to rough out large areas of tiles using your favorite paint package, and then import the result into EditWorld to tweak the transitions between different terrain types. A good way to make sure that you are using the right shades of grey is to start with a tile map .pcx file that EditWorld has exported.


Export Tile Map - This brings up a file requestor allowing you to export the current tile map as a grayscale .pcx (bitmap) file. You can then edit this bitmap in your favorite paint package, and use the Import Height Map option to import the changes back into EditWorld.


Reset Texture Flags - This clears all of the texture flags, as shown in the texture selection window.

See The EditWorld Display, Tile Texture Display section for information on texture flags.

 

Refresh Zones - This refreshes the routing gateway numbers on the 2d map display. For more information on routing gateways,see Icons, Create Routing Gateway.

map preferences 1

 

 


View Menu:

 
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.

The Edge Brushes dialog will also appear, allowing you to edit the following

Brush ID - This is the identification number of the brush that you are editing.

Brush Size - This allows you to choose what size of brush to paint with. The small brush is 2 by 2 tiles in size, and the large brush is 3 by 3 tiles in size.

Heights - This allows you to choose a height for the brush. When this option is switched on, the height you have chosen (either that shown by the slider bar or sea level) will be pasted into the height map wherever the brush is pasted. Using this option you can quickly create areas of raised ground or water.

 

drop down view menu

Options Menu:

 
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.

drop down options menu


 

Help Menu:

 

About EditWorld - This brings up a dialog box showing which version and build of EditWorld is running - there are no help topics available.

 

Icons . Individual icon descriptions

 

New: - See Drop Down Menu Options, File, New.

Open: - See Drop Down Menu Options, File, Open Project.

Save: - See Drop Down Menu Options, File, Save.

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.

Redo: - Redoes the last operation to have been undone. An undo history is stored so that several operation can be redone, one at a time.

Select (Esc): - Changes the mouse pointer to select mode. You can then select a feature or structure with the mouse in the 2d and 3d map displays.

Move: - Changes the mouse pointer to move mode. You can then click on a feature or structure to select it, and holding down the left mouse button drag it to a new location to move it.

Rotate Object: - This changes the mouse pointer to rotate object mode. Clicking on an object in the 2d or 3d map display will then rotate that object 90 degrees clockwise. Be aware that although the object itself is rotated, its footprint is not. It is not usually a good idea to rotate a rectangular object, as units will use the footprint for pathfinding and pass through the object in the game. It is also worth noting that the game will not run a map if one footprint overlaps another.

 
new_open_undo_remove_rotate

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
tile texture for painting with.

Note - If you select a tile texture that has been flipped or rotated, and that flip or rotation is not reflected in the tile s Texture Flags
(see The EditWorld Display, Tile Texture Display), you will find yourself painting with the original version of the tile.

Paint Texture/Object (CTRL + B): - This allows you to paint using the currently selected texture or object (see The EditWorld Display, Tile Texture Display)
in the 2d map display and the 3d map display. When you have a texture selected you can hold down the left mouse button to paint large areas with the same texture. A texture s Texture Flags (see The EditWorld Display, Tile Texture Display) are effective in this mode. Objects must be placed individually by clicking the left mouse button on the map. Once you have placed an object on the map you can right click on it to bring up the properties dialog, the contents of which are&

Name (can t be changed) - This is the name of the type of object that you are editing.

Class (can t be changed) - This is the type of object that you are editing (e.g. structure etc.).

Unique ID (can t be changed) - This is the unique identification number of the object that you are editing. You do not need to concern yourself with this.

Player ID - This allows you to change the player identification number for the object that you are editing. For instance, player 1 buildings have a Player ID of 1.

Position X, Y, Z - This allows you to change the co-ordinate of the object that you are editing.

Rotation X, Y, Z - This allows you to change the rotation properties of the object you are editing. It is best not to type in rotation values, but to use the rotate
object icon (see Icons, Rotate Object).

Game Position X, Y, Z (can t be changed) - This shows the co-ordinate of the object that you are editing in world (W) co-ordinates.

Fill Textures (CTRL + F): - This allows you to flood fill areas with the selected texture object by clicking in the 2d map display or the 3d map display. A texture's Texture Flags are effective in this mode. (see The EditWorld Display, Tile Texture Display)

Paint With Edges (ALT + B): - This allows you to paint using the currently selected edge brush

See Drop Down Menu Options, View Menu, Edge Brushes for more information on edge brushes.

Fill Using Edge Brush: - This allows you to flood fill using the currently selected edge brush.

See Drop Down Menu Options, View Menu, Edge Brushes for more information on edge brushes.

*****   Create Routing Gateway   GT on the menu bar *****

When you have this option selected routing gateways and the zones between them will be displayed in the 2d map view. (only!! - will never appear in the 3d view.)
Each zone has it s own number, and this number is displayed on every tile in a zone. Maps need to be broken up into zones to speed up routing (unit movement, also known as pathfinding) operations. Zones are separated by routing gateways. Create routing gateways by using the mouse to select straight lines of tiles that seal off one zone from another. Gateways should not be more than 5 or 6 tiles in length. Use blocking tiles such as cliffs to break up the map into manageable sections, then place gateways at the entrances to these sections to create zones. Try to avoid having to many gateways as this may slow the game down. Note also that computer players build walls along gateways. The zone numbering system is updated when you either re-select the Create Routing Gateway icon or select Drop Down Menu Options, Map Menu, Refresh Zones.

See - ( Routing Gateways ) - in:  A Beginner s Guide to Making Warzone 2100 Maps by Dr. John - www.KickAssGear.com
also  ( RBL-4NiK8r_on_begining_map_making  ) for more information on gateways .
paint texture or object

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
for painting with that particular height.

Paint Height (CTRL + H): - This allows you to paint at the currently selected height (see Icons, Get Height). Clicking on a vertex in the 3d map display will
change the height of that vertex to the currently selected height. You can also hold down the left mouse button and run the mouse
over several vertices to change all of them in one action.

Paint At Sea Level (ALT + H): - This allows you to paint at sea level. Clicking on a vertex in the 3d map display will change the height of that vertex to sea level.
You can also hold down the left mouse button and run the mouse over several vertices to change all of them in one action.

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,
thus changing their height values.

Mark Area (CTRL + A): - This allows you to drag a box over an area in the 3d map display or the 2d map display using the mouse. The area you have
selected can then be copied to the clipboard or flipped (see Icons, X Flip Marked Area, Y Flip Marked Area, Copy Marked Area To Clipboard).

X Flip Marked Area: - This flips the contents of the currently marked area horizontally. (see Icons, Marked Area)

Y Flip Marked Area: - This flips the contents of the currently marked area vertically. (see Icons, Marked Area)

Copy Marked Area To Clipboard (CTRL + C): - This copies the contents of the currently marked area to the clipboard. (see Icons, Marked Area)

 

paint heights

NOTE: make sure you change the player ( P0 / E0 thru P7 / E7 ) if you are trying to duplicate bases.

player buttons P0/E0 thru P7/E7
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.
terrain icons

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.

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.
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.
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.

Tile Types

up

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...

Sand:            

This changes the terrain type of any tile texture you select to Sand. See also Drop Down Menu Options, Options Menu, Terrain Types.

Green Mud:  

This changes the terrain type of any tile texture you select to Green Mud. - See also Drop Down Menu Options, Options Menu, Terrain Types.

Water          

This changes the terrain type of any tile texture you select to Water. See also Drop Down Menu Options, Options Menu, Terrain Types.

Road:            

This changes the terrain type of any tile texture you select to Road.  -  See also Drop Down Menu Options, Options Menu, Terrain Types.

Baked Earth

This changes the terrain type of any tile texture you select to Baked Earth. See also Drop Down Menu Options, Options Menu, Terrain Types.

Sandy Brush:

This changes the terrain type of any tile texture you select to Sandy Brush. See also Drop Down Menu Options, Options Menu, Terrain Types.

Red Brush:    

This changes the terrain type of any tile texture you select to Red Brush. See also Drop Down Menu Options, Options Menu, Terrain Types.

Pink Rock:    

This changes the terrain type of any tile texture you select to Pink Rock. See also Drop Down Menu Options, Options Menu, Terrain Types.

Sheet Ice:     

This changes the terrain type of any tile texture you select to Sheet Ice. See also Drop Down Menu Options, Options Menu, Terrain Types.

Slush:            

This changes the terrain type of any tile texture you select to Slush. - See also Drop Down Menu Options, Options Menu, Terrain Types.
Cliff Face:     

This changes the terrain type of any tile texture you select to Cliff Face.

Tiles with this type are treated as blocking tiles by the Gateway system and the game.

See also Drop Down Menu Options, Options Menu, Terrain Types.
Rubble:          This changes the terrain type of any tile texture you select to Rubble. See also Drop Down Menu Options, Options Menu, Terrain Types.

 



L - Varies the yaw of the lighting in the 3d map view.

K - Varies the pitch of the lighting in the 3d map view.

E - Rotates the tile beneath the mouse pointer in either the 2d or 3d map view 90 degrees anti . clockwise.

R - Rotates the tile beneath the mouse pointer in either the 2d or 3d view 90 degrees clockwise.

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.

Q - Decreases the draw distance in the 3d map view.

Cursor Keys - Move around the map in the selected (2d or 3d) view.

1- (Numeric Keypad Only) - Rotates the map around the camera in the 3d map display. from left to right

7- (Numeric Keypad Only) - Rotates the map around the camera in the 3d map display. from right to left

pgup and pgdown (numeric keypad only) - moves camera up and down in 3d display only

(+) and ( - ) ( numeric keypad only) - Rotates the camera vertical angle - from 0 degrees to 360 degrees -( look down mode)

Note: - Some of the Drop Down Menu Options and Icons have keyboard shortcuts. See the sections on these features for more information.

 

keyboard layout 

 

 

Keyboard Shortcuts.

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

 

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

 

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

 

 

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

 
  • The tile co-ordinates do not update when you scroll using the cursor keys. 
  • Selecting New from the File Menu does not clear the current .lnd filename, so that selecting save afterwards can save over a previously edited .lnd file. 
  • The export functions do not currently check for buildings being on top of each other. 
  • The Save Map Segment option from the File Menu crashes if you attempt to save a map segment not within the bounds of your map. 
  • The Recently Accessed .lnd Filenames List on the File Menu has a pitfall in that you are not given the option of saving your changes when you click on another .lnd file to load.
  •  If you start EditWorld, load a map and use the pipette straight away you end up painting with a crate object rather than the texture you have selected.
  •  If you select (using the pipette) a tile texture that has been flipped or rotated, and that flip or rotation is not reflected in the tile s Texture Flags (see The EditWorld Display, Tile Texture Display), you will find yourself painting with the original version of the tile. 
  • The pipette ought to pick up tile textures with flipping and rotation information intact.

 


by Dr. John     www.KickAssGear.com

 

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)

 

ariza tile set
1. Download EditWorld from (see links page) and install it on your hard drive.


2. Optionally, you can download the Warzone Starter Kit from (?) and install that as well. The Warzone Starter Kit gives you much more control over the game including setting resolutions up to 1200 x 1024, setting which artificial intelligence models are used, and what game modifications are active. N.E.W.S.T members have also  produced some very impressive maps with modifications to the game. My favorite so far is the map named Citadel Elite .

 

 
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.

valley forge height map

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.

 

specify dataset and map size

 

5. Importing the height map:
After you select the texture set and size of the map, and click on the OK button, you'll have to wait a short time while EditWorld generates a blank map. At that point you can go to the .Map Menu. and import your height map. Select .import height map. from the Map Menu, and navigate to the directory where you saved the pcx file. Select the file and import it. Now your map will have the correct texture/data set, will be at it s final size, and will have all the height data that you painted into the height map. To rotate the lighting on the map, use the K and L keys. This will help you see the hills and valleys you created with the height map. Zooming and rotating the map can be done with the number keypad keys and mouse.

import height map
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.
 
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.

edge brush menu

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.
 
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.


To add a gateway to a narrow gap between mountains on your map, click on the button labeled Gt at the top of EditWorld. Now you can place gateways on the map in the lower right-hand window. Left-click once where you would like the gateway opening to start (for example at the left side of the narrow gap at the entrance to a base), and then right-click where you would like the gateway to end.


Gateways must be at least two tiles wide, and I recommend three or four tiles at least to prevent vehicle bunch-ups. The best way to discuss routing gateways is with an example. Let's say you've created a map where each base is ringed by impassable mountains, and has only one narrow opening. You would put a routing gateway at the narrowest point of the entrance to each base. Notice the yellow lines? These are the gateway placements on the map. The different gray areas each represent a separate gateway. If you look closely, you can see two areas that have a gateway that doesn't create a new zone. These gateways are there so that you can use the high areas on the map with out the need for ramps. To the right you will see what the map looks like in normal viewing on the 3d map.

2d map view normal gateway diagram gt option 2d map view

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.
Complex maps with make the gaps between areas so that they face either north-south, or east- west. This way you can make a vertical or horizontal gateway at each major choke-point on the map. You will have to play around with gateways, and then 8 bases and water areas can end up with 30 or more numbered zones. These are separated by mountains, water, and other movement limiting textures, with gateways designating the passable routes for ground vehicles to move between the numbered zones. If your map does not have any gateways it will not compile and you will not get a functional map. Every map must have at least one gateway. Good maps will have a significant number of gateways strategically placed at the narrowing between zones.

 

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 (