More on GATEWAYS - by RBL-4NiK8r
Custom Brushes and Tile Sets How to get Edit World to use
custom textures - RBL-4NiK8r
Things to consider when map making
by RBL-4NiK8r & Sununpa
I'd like to start out with what I think is one of the most common mistakes people make early on and how I deal with it. I'm talking about what I call
'The Dead Zone'....
While playing any WZ game, you may have noticed a darkened area around the
edges of the map that you cannot build on. This is the zone and every map has
it. I cannot count the number of maps I've seen where people have placed oil
resources in the zone, and I guess they never tested out the map enough to
notice it. But if you happen to be one of the lucky persons to get that base, or
happen across a resource placed here. Well.... you're screwed as to using that
well. You can't build there, which means you can't put a well on it. Another
issue related to the zone is that while you can't build there, the editor will
still allocate areas there when generating gateways. This means while you can't
build there, you 'can' travel there. Now, if you have a base near the edge of
the map and want to build walls and defensive structures to protect your base,
you cannot build in the zone, so no matter what you do, there will always be
this small area where the enemy can go around your defenses and gain access to
your base. In order to address both of these issues (to avoid accidentally
placing resources in the zone, and to make it possible to actually wall yourself
in completely with no unwanted gaps), here is what I now do to all my maps.
First you need to identify the dead zone areas on your map. it's 3 tiles wide.
Then place some type of non - traversable terrain there as a border around your
map. Now, not only will you NOT be able to accidentally place anything in the
zone while making the map, the finished map will allow players to build defenses
up against the non traversable terrain and thus, no gaps in your defense there
at the edge. There is one other thing to keep in mind when doing this. Because
you are creating a 3D map, something you may not notice at first is that the
first row of tiles along the right and bottom edge extends down along the side
of the map. Which means you can't go there either. This equates to making the
dead zone an extra tile wide on the right and bottom edge (which is why it's 3
wide on the right and bottom). So if you put like 2 rows of cliff face in your
zone to block it off, you need to remember to add a third row on the right and
bottom. This will end up being 2 rows in the map, as the third row actually
extends vertically down the edge. This is the first thing I do before any other
editing on a map. From this point on, I know that all the rest of the space on
the map is 'usable' by the players and I can't accidentally place something in
the zone that is either not reachable or not usable by the players. I call this
'masking out the dead zone'. You may have a reason NOT to do this, like you want
to be able to move around the zone area in your game, but you still must
remember that it's there and not design your map without considering the effect
it may have on the ability to build there and the effect it may have on your
gateways and ultimately, the pathfinding abilities of the units in the game. If
you want to use the zone for movement, at least place non - traversable terrain
along the first row of tiles on the right and bottom. Then the editor wont
allocate that as traversable space when generating gateways. You can't go there
anyway, so mark it off. You'll have a simpler time creating gateways if you do.
YOU have to remember this because while the zone is darkened in the game, it's
NOT in the editor. So it LOOKS the same as the rest of the map, but it's not.
Okay, once you have your 2D map up and click the Gateways button from the toolbar, the Locator map will change to a Gateways map identifying cliffs, gateways, and different colored "zones" running between them. Basically you use gateways to break up the map into convex "zones".
A convex shape may be defined in many ways. For example,
if you pick any two locations (at random) within a convex shaped zone and draw
a straight line between them, the line will never cross the boundaries (i.e.
go "outside of") of the zone. Phrased another way, if you
traveled along the border of the zone, you
would always make either left turns or right turns exclusively. In
essence, a convex shaped zone has no "bumps" or "dents"
along its border. Triangles, squares, hexagons, etc. are convex shapes. A five
point star or crescent moon is not a convex shape.
At
any rate, to lay down Gateways in the 2D view, once you have the Gateway tool
active, click on a square in the map to start placing a gateway, then as
you move the mouse a bunch of cyan colored boxes will appear and track the mouse
in a straight line. That's your gateway. Move the mouse a few squares away
until the gateway is 3, 5, or 7 squares long, then click again. This'll set the
gateway. At this point you may (if you want to) hit the Gateways tool button
again (or select View > Refresh Zones from the menu) to update the locator
map with the updated gateway information (its colors will change).
That concludes the process of laying down gateways. If you want to remove a
gateway from the map, simply activate the Gateway tool and then click on an
existing gateway, this will remove it. In WZ gateways are used (obviously) for
pathfinding. Once a path (defined from the algorithm as a set of way points
between "zones") has been determined for a unit, the unit will
travel from gateway to gateway to gateway along that path, following
(relatively) straight lines between each. This means that if you have a
long U-shaped canyon you can't just place a gateway at the two ends of it, you
need at least one more gateway (but preferably two or three more) at the
bend of the canyon to make units know that they can't just go through the cliff.
How to get Edit World to use custom textures.
by RBL - 4NiK8r
Q: on custom brushes
I have a question. Custom Brushes. I made a platform on one of my maps, and it contains many different tiles to make it look very shnazy. Anyhow, I don't want to draw these tiles for every platform on my map (there are going to be many platforms) so how do I create a custom brush so that I can simply click on each platform, to make them look identical? Or, is there a way to copy & paste. That would be completely helpful as well. Thanks.
A:
Yes there is away to copy and paste, the controls for that are in your last set of boxes on top. Cntrl-A = Mark Area that places a grid across the map and its very easy to check height with it in 3D also, but if you mark the area you want to copy with this I use the arrow keys to move around with, and use 2D screen most of the time and set in marker to were I want to place things.
Cntrl-C = Copy marked area to clipboard, once
you do this you can now save it as a .cpl
file if you wish to add this to other maps and some point in time, but the
main thing here is that this is the copy button.
Cntrl-V = Paste from clipboard, ok this can be
tricky to do at times and I always try and have a tile count with some
markers in or around the area I am pasting to, I use mostly crater tiles for
this. Say I copied a 10x10 area and I wish to paste that on the other side
of the map. Now the area this is going into would have 4 crater tiles set up
as 10x10 so I can bring the copied area and fit it right in with no
mistakes, and then its just a mater of letting it be, or X flip or Y flip.
Set Paste Preferences- this is the tab with the
question marks on them what it will do is let you pick how or what you want
in your pasting. If you don t want to paste the height then uncheck it, same
goes for objects too, and textures.
Now a few things to keep in mind here if things get messed up you can get
rid of it by doing ctrl-U or the undo button,
though there is one thing that it wont get rid of and that is oil wells if
you have them in area you copied, and they would have to be deleted or
moved. I try to stay away from pasting with oil unless it s in a base, the
rest I put in by counting tiles.
see also
Tile sets Specifications.
The tiles MUST be 64x64, 256-Color .pcx files. Tile sets must be in the
following format:
PageSize: 576x640
Colour Depth: 256 .pcx (ver. 5, if you need to specify)
Palette: Load a Warzone tile set (Arizona is good), and save the palette.
Apply the palette to your tile set.
ANY other palette will result in your tiles looking REALLY funny in WZ.
Of course, individual tile size for the Tile Page must be 64 x 64. You can
use Paint Shop Pro (I find it's the best one for this kind of thing).
Adobe Photoshop (too time consuming for my tastes). MS Paint COULD do it,
provided that it's the one from Win95 or 98. Any newer, and it can't read
pcx.
And of course, you can always use ZSoft products for it
Texpage - tile sets
What I do is the old texpage swap trick (see next page.) for that. The
WDG->LND converter can open ANY .map file and make it a .lnd, but it
DISPLAYS them as the Arizona tileset regardless if they are or aren't from
Arizona. This could have been fixed with a few more updates. For that
matter, since the tileset is included with the WZ Map in the .wdg (usually
--- haven't seen one yet that wasn't), the converter could reference it and
draw with the appropriate tileset.
You could also try making your own tileset, if you have Paint Shop Pro or
Adobe Photoshop. MS Paint can't do enough, and later versions of Paint (Win
ME and higher) can't even read pcx. If you do this, you'll need to open one
of the native WZ texpages (tertiles C1 or whatever) and save the palette so
your colours don't come out weird. (I recently discovered this myself. Then,
load up a new map, 576x640, 256-colors, load up the palette, and make each
tile one at a time (they are 64 x 64), copy-paste onto the 576x640 image
(alignment is critical - they MUST be exactly on the right dimensions or
they'll spill over in EditWorld), and repeat! There is no time limit on how
long it should take you to make the whole tileset. Good ones are NEVER
finished .
Save it as a .pcx file when you're done, and put it in texpages.
In mapDataSets, copy one of the .eds files. Open it with notepad or another
text editor.
In the line where it specifies the tileset (first or third --- somewhere in
there), change it to your new tileset name. Just save it --- don't rename it
yet.
Close notepad.
Rename your .eds file to whatever, using the old cursor over the text thing.
That's how you rename it --- cause you want to keep the file as .eds, and a
'save as' command will turn it into a .txt file. (You don't want that.)
Now, open your .lnd file into a text editor. Notepad will make you use
Wordpad, so don't use it there. Download a text editor that can handle it,
like EMEditor (you'll find it on CNet.com if you do a search). Open it with
that instead, because .lnd files are big.
Change the line that specifies the dataset file name to your .eds file you
just made.
Save it. EMEditor (if you use it) will ask you how to save. It'll SAY .txt
in the file type --- leave it alone. Overwrite the .lnd file you are working
on. EMEditor will ask you if you're sure, and other cautions. Just overwrite
the .lnd file. It'll say, "file is read only - continue?" and
click yes. If you CAN'T overwrite it, then change it's attributes (in the
file box) to archive instead of read-only (you can do this in the Edit tab
of EMEditor, too --- that will do fine also), and repeat the save process.
Close EMEditor, fire up EditWorld, and make your map. TMLink IS required for
exporting the map and custom tiles to a .wdg file. So, use it. Otherwise,
your map won't work.
how to - Make Edit world use custom
tiles
1 - How to make Editworld use your custom tiles in a
map:
-Create a new map with Editworld or use an existing map.
Assume the map is named 'MyMap.lnd' in directory '\Warzone2100\mapSaves'
-Go to directory '\Warzone2100\mapDataSets'
-If you intend to make a map that is mainly based on tiles of the Arizona
scene you should copy 'WarzoneDataC1.eds' to 'MyMap.eds'
For a mainly urban map you should copy 'WarzoneDataC2.eds' to 'MyMap.eds'
For a mainly rocky mountains map you should copy 'WarzoneDataC3.eds' to
'MyMap.eds'
For a map that uses no tiles or a mix of tiles from the scenes, you can pick
one at random.
Note: The information in these .eds-files is not critical. They contain only
edge brush definitions and tile types.
The worst that can happen is that EditWorld s options 'paint with edges' and
'fill using edge brush' will paint the wrong tiles.
As far as tile types are concerned: you will need to change them in
Editworld (explained below).
-Load 'MyMap.eds' into a text editor.
-Modify third line:
TILETEXTURES "TexPages\TertilesC1.pcx"
Into:
TILETEXTURES "TexPages\MyTiles.pcx"
In this example the pcx-file with the custom tiles is named 'MyTiles.pcx' in
directory '\Warzone2100\TexPages')
You may choose either the software- or the hardware-version: this will have
no effect on exported maps.
Note: IF YOU USE YOUR OWN DIRECTORY INSTEAD OF 'TexPages'
YOU MUST SPECIFY YOUR TILESET-DIRECTORY RELATIVE TO THE WARZONE DIRECTORY!
-Go to directory '\Warzone2100\mapSaves'
-Load 'MyMap.lnd' into a text editor.
-Modify first line:
Dataset WarzoneDataC1.eds
Into:
Dataset MyMap.eds
-Start Editworld
-Load 'MyMap.lnd' from directory '\Warzone2100\mapSaves'
Note: Editworld will now always show your custom tiles with map 'MyMap.lnd'.
All unmodified maps loaded in EditWorld will still show the default tiles.
-Select in EditWorld from menu 'Options' item 'Terrain Types'
The terrain type for each of your tiles will be shown in the box on the left
screen.
-Modify the terrain types of your custom tiles: select one of the 12 terrain
buttons
on the tools bar and then click on the appropriate tiles.
-Save map
Notes: The custom map will behave like a normal standard map in EditWorld with one exception:
EditWorld s options 'paint with edges' and 'fill using edge brush' may paint with unwanted tiles.
You can change this by modifying the BRUSHBEGIN-BRUSHEND block in 'MyMap.eds'.
Format not explored.
2 - Description of Export Multi Player Map options in
tile-map linker program:
When exporting the map from EditWorld, a dialog box of the installed link
program will appear:
-Select custom hardware & software tiles using the browse buttons.
Custom software tiles: supply the name of the software pcx that you want to
use.
Custom hardware tiles: supply the name of the hardware pcx that you want to
use.
If you do not have a specific hardware/software-version of your tiles you
should
simply select the same file twice.
-Fog/weather:
Select the fog and light colour and the weather condition on your map.
You can experiment with this. It will always result in a working map.
Arizona=bright/yellow - Urban=dark/gray & falling rain - Rocky=white
& falling Snow
-Vidmem/features:
Select the set of features you are using on the map.
You have no freedom of choice here: Features on your map will not be shown
correctly in the game if they do not belong to the Vidmem / features choice.
Look at existing maps to get a complete list of allowed features for each
scene.
Arizona=(not explored) - Urban=ruins,... - Rocky=Trees,...
-Campaign:
You can experiment with this. It will always result in a working map.
Note: Normally EditWorld will select the option that corresponds with your
type of map.
Since custom maps have no defined type you may select one yourself.
(Differences are not explored)
-Check 'Use custom settings' box to use the selected custom tiles and
settings.
Unchecking this box will directly invoke pumpkin's original MakeWDG.exe and
the
result will be a normal standard map without custom tiles and custom
settings.
-Click 'Start export' button.
3 - Requirements for both custom hardware en software tiles:
-pcx format version 5
-576 x 640 pixels
-256 colour
-Warzone colour palette must be used.
4 - Differences between soft and hardware tiles:
-Slightly different colour palettes
-The game uses the first colour in the original palette order of the
hardware tiles in a special way:
If height = 0 this colour will turn into transparent water.
If height > 0 this colour will become transparent with background colour
depending on the
choice of fog colour (Arizona, urban, rocky).
-Hardware tiles usually have a higher sharpness.
The hardware is able to smooth out this higher sharpness and give more
contrast.