cRPG

cRPG => Scene Editing => Topic started by: Peasant_Woman on June 19, 2012, 12:02:20 pm

Title: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 19, 2012, 12:02:20 pm
Welcome to my guide to making maps for cRPG! Due to cRPG's lack of original maps, the rotation on most servers has grown stale. This is sad as it can be fun and easy to start making maps, even with no experience at all.
All you'll need is 10-15 minutes to get everything set up but each subsequent time you feel like making a map it takes seconds.

1: Creating a mapping module

(click to show/hide)

1A: Generating A Terrain Code

(click to show/hide)

1B: Textfile Editing

(click to show/hide)

1C: Editing Your Map (Finally)

(click to show/hide)

1D: Credits:

Mustikki (http://forum.c-rpg.net/index.php?action=profile;u=7)
(click to show/hide)

Elindor (http://forum.c-rpg.net/index.php?action=profile;u=9623)
(click to show/hide)

Ozin (http://forum.c-rpg.net/index.php?action=profile;u=5925)
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Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 19, 2012, 12:03:18 pm
2: Edit Mode:

2A: Controlling Edit Mode:

(click to show/hide)

2B: Adding Spawn Points:

(click to show/hide)

2C: Adding Interactive Objects In Siege Mode:

(click to show/hide)

2D: Submitting Your Map To The Admins:

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Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 19, 2012, 12:05:42 pm
3: Tips and tricks for edit mode

or

How to make sure your map doesn't look like ass:


3A: Terrain Elevation Tips:

(click to show/hide)

3B: Terrain Texture tips:

(click to show/hide)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 19, 2012, 03:45:44 pm
Lol was about to do this today too Peasant Woman!

Make sure we get consolidated info on navigating the map editor in here :)
I can help if you like....I can consolidate the controls and siege interactive info here and you can copy it in there

The community definitely needs more people involved in this and a good solid guide on making a map FOR CRPG specifically is crucial.

COUPLE THINGS:

- open the scenes.txt in WORDPAD....much much easier to read

- sea background 1 has mountains on some sides, sea background 2 is ocean on all sides, if im not mistaken

- navigating through the maps in editor mode is a pain, you can call your map Heisenberg (or something near the top) in the sco and scene.txt and then its easier to find in the list (cause its at the top for some reason).  Then just change it to whatever you want when submitting.

Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ozin on June 19, 2012, 03:46:05 pm
Very nice guide. I'll add a section for the new siege mode when it's ready.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Mustikki on June 19, 2012, 03:53:34 pm
#1 Download and install Notepad++ (http://notepad-plus-plus.org/download/v6.1.3.html), the only real program used at scenes.txt & strings.txt
(ctrl+f = search)

#2 Generate terrain code at native single player world map at editor mode, copy and overwrite in cRPG scenes.txt over scn_blank_##.
(Use blank_## name untill your ready to publish the map, then you rename it to name you like. terrain code @ scene.txt and .sco file needs to have same name [look pre-made files])

#3 We got couple new scene props in cRPG.
You can find them at Edit Objects: mp_

So, for those of you that didn't notice, we got some nice new scene props added to cRPG! Thanks to Moeckerkalfie and his Moeckpack OSP [wooden fortifications]. There are a couple of more mound types that I didn't include (in the screens), but you get the gist of it.

Here are some pictures of the props:
(click to show/hide)

And here are Some example of how they can be used:
(click to show/hide)

Happy mapping.

#4 Searching scene props
- Simply left-click scene props list and type the first letters of the prop.
- Double left-click placed props list to move fast there.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 19, 2012, 03:55:16 pm
** Ok Peasant Woman here's the controls and Siege interactive info you can copy **


CONTROLLING EDITOR MODE
----------------------------------------------------------------------------------

(click to show/hide)

ADDING SPAWN POINTS
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(click to show/hide)

ADDING INTERACTIVE OBJECTS IN SIEGE MODE
----------------------------------------------------------------------------------

(click to show/hide)

SUBMITTING YOUR MAP TO THE ADMINS
----------------------------------------------------------------------------------

(click to show/hide)


===============================================

There that stuff should help :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: bosco on June 19, 2012, 03:57:10 pm
Nice guide(s).

But before you start building your map (especially Siege): Look for historical references! Too many castles that don't make sense from a defender's point of view are in the rotation already.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 19, 2012, 04:12:11 pm
Thanks for all the support guys, I'm hoping to build a very comprehensive guide to scening here. I'll add in anything you can think of and credit you all. :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 19, 2012, 04:16:26 pm
Good stuff...when this is complete lets get this stickied....possibly replace the other guides as this one will be the most comprehensive/consolidated.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 19, 2012, 04:50:18 pm
Peasant Woman....

creating gatehouse needs more explanation, sorry my bad.

Placing the gate
Use the portcullis prop as the gate and use winch_b as the winch.  Place the portcullis first (in down position), be sure that the portcullis prop intercepts the ropes hanging down from the gatehouse winch area.  Then place the winch_b where the winch should go, making sure that it intercepts with the ropes there as well.  There is a (rather rubbish) script which handles linking all this together, it will simply open the closest gate to it.  After this, the gate should be interactable.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ozin on June 19, 2012, 07:14:58 pm
Hmm, I could add support for manual linking of portcullis and winch using variation id. Also custom movement amount for the portcullis. Both would be optional.

Maybe use the variation id of doors to adjust the door hp as percentage of the default hp?

Sorry for going a bit off topic here.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 19, 2012, 07:30:50 pm
Wouldn't be bad Ozin...

Could there be "prebuilt" gatehouses of each kind?
That way people can just throw in a gatehouse and it has a functioning winch/portcullis.

Could still build one with the parts if someone wanted to customize...

Also, could there be a couple PREBUILT belfry? (siege tower)
Seems kinda pointless to have to build one - asking for trouble :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Branches on June 19, 2012, 07:31:34 pm
AWESOME!!! NICE WORK GUYS!!! xD

Thanks for putting all the effort into this!
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Mustikki on June 20, 2012, 04:31:35 pm
SUBMITTING YOUR MAP TO THE ADMINS

  • Submitting a map is done in one of the sticI love you, with a link to the download and a short description.
  • For feedback and updates, create a separate thread. Make sure you update the entry in the Submission thread ("map x have been updated, please see [link], is well enough).
  • If you have made several maps, make ONE thread with all of those maps in.
Examples:
http://forum.c-rpg.net/index.php/topic,24392.0.html
http://forum.c-rpg.net/index.php/topic,24437.0.html


You made a battle map and would like to see it on the official EU and NA servers? This is the place to submit it.

There are some basic rules if you want your map to be considered:
  • A submitted map must include the .sco file and the terrain info from scenes.txt. For sharing M&B Nexus (http://mountandblade.nexusmods.com/) would be the first option; however since if you create a new account it might take a while to get it activated, I recommend using MediaFire (http://www.mediafire.com/) as an alternative, due to it's lack of waiting time, captcha or download limits.
  • At least 3 screenshots are required, one being an aerial view with spawns marked. Optionally you can mark possible paths, recommended especially for city maps. Spoiler tags will be used to add the screenshots.
  • -Addon To rules: A link to a thread where pictures can be found is adequate as well.
  • A short description of the map is required.
  • No mirror maps.
  • No fantasy maps.
  • No mass turf maps.
  • No maps larger then 600 KB.
Maps will be added in packs rather then one by one, so it might be a while until your map is added. You might also be requested to do some adjustements, ranging from balancing changes to bugfixing.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 20, 2012, 05:00:17 pm
Use his ^

I copied my part on that from another guide :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 21, 2012, 03:11:16 am
Peasant_woman....

You can also load your mod, select Play cRPG - Host Game, and select Siege and then select your map there.

This loads you into the map and you can choose teams, there is a round timer, etc etc....and if you hit CTRL+E you still enter Editor mode and can do all the regular stuff.

This is the way I edit, rather than selecting Scene Editor from the menu.  Not sure if there are any advantages or disadvantages to this method - but in the HOST GAME method all interactives are functionable (siege towers, gates, doors, flags, ladders, etc) Not sure if they are in the other one.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Mustikki on June 21, 2012, 10:18:34 am
Rageball entry points

- You can make any battle map support Rageball by adding the following entrypoints to your maps:
     95: ball spawn position at match start. This is also where the ball will be moved if being idle for 30 seconds.
     96: Team 0 spawn
     97: Team 1 spawn
     98: Team 0 goal
     99: Team 1 goal
     0-94: Used as spawn points after a player dies, try to spread these around the map evenly. You don't have to place all of them.
- To block the ball and players, use the "barrier_box" instead of the normal 2d barriers, because the 2d barriers don't block the ball.
- Normal battle maps also work, but they might be glitchy/unbalanced like hell.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ozin on June 21, 2012, 04:04:26 pm
Rageball entry points

- You can make any battle map support Rageball by adding the following entrypoints to your maps:
     95: ball spawn position at match start. This is also where the ball will be moved if being idle for 30 seconds.
     96: Team 0 spawn
     97: Team 1 spawn
     98: Team 0 goal
     99: Team 1 goal
     0-94: Used as spawn points after a player dies, try to spread these around the map evenly. You don't have to place all of them.
- To block the ball and players, use the "barrier_box" instead of the normal 2d barriers, because the 2d barriers don't block the ball.
- Normal battle maps also work, but they might be glitchy/unbalanced like hell.

The correct way to mark the edge of the playable area is to use "crpg_rabbit_ball_barrier", it doesn't block the ball, but every second the server checks if the ball is inside any of those boxes, and the out of bounds script is triggered. These can be scaled of course, make sure to make them thick enough so that the ball can't pass though it during that one second interval.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 21, 2012, 05:09:00 pm
Updated with; Second scene editing method, rageball spawns, rageball barrier usage and some other minor editing.
Thanks for the help, remember if you see something you think should be changed, or know something that should be added then post here or pm me and I'll do it at the next opportunity!

Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 21, 2012, 06:03:40 pm
I wonder if that section where we explain how to start editing in the editor modes should be called something besides "Conclusion"...maybe something more like "Editing Your Map"

Also, in the edit mode I described, there are no bots by default, but you can add them in...which is nice for checking various spawn points etc...
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 21, 2012, 06:09:21 pm
Done, aaaaand done.  :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ozin on June 21, 2012, 06:53:43 pm
Did a ninja edit on one of your posts. Ladders can also be set in battle mode.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 21, 2012, 11:24:41 pm
Peasant_woman Im wondering if the "Creating the Module" part should go first in the guide....nitpicky but might make more sense...
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on June 22, 2012, 12:51:41 am
Updated: Switched order of part 1 and 2

Yes it reads better this way. :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 22, 2012, 01:45:12 am
Agreed.

STICKY STICKY STICKY STICKY ....

 :mrgreen:
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 23, 2012, 11:29:09 pm
Awesome on sticky!  (Map making for dummies could probably go Mustikki/Ozin...its been mostly all copied into this one)

Anyhow - Peasant...might wanna add that since searching for props in the editor sucks, people can open the sceneprops file with notepad ++ or wordpad or whatever and CTRL+F search for stuff there ....like "door", "fire", "ramp" etc....easier that way and finds more stuff

Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Dalfador on June 24, 2012, 02:30:28 am
AIUWDGIAUWDG Thank you for taking the time to put this together. IT really means alot :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Dalfador on June 24, 2012, 03:04:16 am
When i open the scenes.txt it gives me this mumbo jumbo of stuff. its not organised like yours. help?

visitors can't see pics , please register or login
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ozin on June 24, 2012, 03:24:32 am
You could use Wordpad, or get a proper text editor like Notepad++.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Mustikki on June 24, 2012, 04:51:59 am
When i open the scenes.txt it gives me this mumbo jumbo of stuff. its not organised like yours. help?

(click to show/hide)


#1 Download and install Notepad++ (http://notepad-plus-plus.org/download/v6.1.3.html), the only real program used at mount&blade .txt files.
(ctrl+f = search)
(click to show/hide)

#4 Searching scene props in-game editor
- Simply left-click scene props list and type the first letters of the prop. i.e. por -> portcullis
- Double left-click placed props list to move fast there.

Btw ninja edited first post. Moved notepad++ link a bit earlier, start of chapter 3.

Also you should take a look at the chapter 3 now, how to pronounce the guide.

I suggest when you guys start making new maps, edit the blank_1, blank_2 or blank_#pick your number# instead of adding new blank lines.
Also changing the name in strings.txt "blank_1 city_scene", "blank_2 forest_castle", lets you keep on track which one you were editing.
And it works the same way, if you want to take a look at someone else's map, that is not in the editor.
Copy .sco file, change name to blank_10.
Copy and overwrite blank_10 terrain code at scenes.txt and change its name to match in above.
Load your game and choose the map.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 30, 2012, 03:24:48 pm
EDIT Question answered below...

Basically spawns were not operating as intended and Mustikki answered why.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on June 30, 2012, 11:13:37 pm
Ok Peasant Woman here's some info from Mustikki that should go in about spawns.

The spawning is very complicated. There was somewhere at taleworlds forums someone trying to figure it out. Cant find it now.
But it basically reads the range from entry point (0 def, 32 att) & enemies around (so lower chance to spawn next to enemy group), how close it is to friendlies..

Ps. Found, here: http://forums.taleworlds.com/index.php/topic,113298.0.html
Quote
Ok so the spawner was designed to move spawns around an area.
This works great for most game modes and even for siege when all the attackers are coming from 1 side.

However if you are working on large maps or if you have spawns on 2 sides then it probably won't work.
The spawn script takes distances from the friendly base and the enemy base and does calculations around those.
It doesn't care if spawns are friendly or enemy.

Also at round start every attacker spawns at entry point 32.

I'll let you consolidate that but yeah, spawns are weird!

Basically it seems it prioritizes around ENTRY 0 for defense and entry 32 for attackers....so put those where you want people to spawn most....
The spawns closest to those have priority, and then proximity to enemies and friendlies is a factor after that...
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Elindor on July 03, 2012, 04:59:34 pm
Peasant Woman you still updating this?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on July 04, 2012, 02:29:30 pm
Of course, I've just not had much time to visit the forums lately.  :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Zlisch_The_Butcher on July 09, 2012, 11:02:58 pm
I'll just add a quick tip, when working on a map, if you're 100% certain what the base water height should be then I'd advice starting the map with low ground, then just lowering the ground 'till it becomes water, as constantly placing perfectly positioned water objects (especially on ground that isn't 100% flat) is extremely tiresome.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Vivek on July 21, 2012, 10:24:31 am
When I try to test map on siege mode, I got error opcode 16, any one have idea what is wrong? Im sending code here:

Strings.txt
(click to show/hide)

Scenes.txt
(click to show/hide)


Also, i just copied whole mod and made clone folder called crpg-mapy (maps). I launch this synthetic mod and then play cRPG, then siege, choose map Strefa Hill and it crashes.

EDIT: I fixed it, copied files to original crpg and launched by launcher. ^^
However, My spawns doesnt work properly - for now i put only attackers spawn, by setting spawn points from entry points, but it doesnt work. Shall I use crpg attack/def spawners?

EDIT 2: Oh, my map got screwed somehow... I mean, landscape is in its originale before i terraformed it, every single object is gone and now everywhere i see ugly shadows... 17 h of working went to love itself..

EDIT 3: Sorry for rapid editing but.. technical issue here. When I copy my ,,scenes.txt" to main crpg file, i have the unterraformed map, with no objects that I have placed. What is the issue?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jacko on July 21, 2012, 11:27:29 am
Don't fret, you probably opened the wrong map.

In C:\Games\Mount&Blade Warband\Modules\cRPG\SceneObj\ (for example) you can see the latest modified file; this is the map you have been working on.


Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Vivek on July 21, 2012, 11:34:40 am
Okay, I see those files, but how can I use .sco file?

I understood the mechanics for now, thank You lad :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jacko on July 21, 2012, 11:40:16 am
Well, depends on the name of course.

If it's a blank map (say scn_blank_107.sco), you simply open up the scene editor and click next until you find blank_107.

Edit: Heh, np, hope it works out
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: FuryBlade on August 02, 2012, 06:10:37 pm
My edit mode won't open, even though I've done it all. It just go to the screen like it's gonna be able to edit, but the edit bar is not comming up :( Please help !
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jacko on August 02, 2012, 06:44:49 pm
...Have you pressed ctrl-e?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: FuryBlade on August 03, 2012, 01:40:14 am
Yes I have :(
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on August 03, 2012, 01:53:33 am
Are you in windowed mode? If it's still full screen the edit mode menus will be hidden from you.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: FuryBlade on August 05, 2012, 02:47:52 pm
I am running it in windowed. And it's wierd, cause it works in other mods, just not in cRPG  :?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: betard_lulz on October 08, 2012, 10:08:40 pm
I NEED HELP I have followed the guide and now whenever I try and save the .txt files it says make sure this file isnt being used in another application. life wtf? and no Warband isn't open, steam isn't open and CRPG isn't open when this error occurs.  :rolleyes:
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jacko on October 09, 2012, 09:44:06 am
Did you make a new module? (copy cRPG and rename it)

Otherwise I'd advice you to come to IRC and poke me or anyone else there.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Zlisch_The_Butcher on October 09, 2012, 01:08:13 pm
I NEED HELP I have followed the guide and now whenever I try and save the .txt files it says make sure this file isnt being used in another application. life wtf? and no Warband isn't open, steam isn't open and CRPG isn't open when this error occurs.  :rolleyes:
Posted a possible solution here:
Save file in documents folder, then copy the file from the documents folder into your c-rpg folder and replace the original file.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Teeth on January 22, 2013, 02:56:29 pm
How do you implement a map into regular cRPG so I can host it and take screenshots with the new WSE 2 graphical goodies? I thought just overwriting the .sco file and adding the terrain code in the scenes.txt would do the trick, but I spawn in a blank map.

I can only open my map in the scene editor anyway, when trying to host it inside my mapmaking module on a normal server I get an error code and my entire game crashes. Is that a problem with my map? Can't access any spectator because of it and I can't take pretty pictures in edit mode.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jacko on January 22, 2013, 03:44:05 pm
Overwrite one of the existing files, in both strings and scenes as well as the sco.

Also, for hosting, untick the WSE box.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Teeth on January 22, 2013, 04:30:20 pm
I don't really understand renaming a map anyway. I edited blank_100 and changed str_blank_100 Blank 100 to str_blank_100 Lakeside Abbey, but the scene is still called blank_100 in the scene editor. When I host a game I do find Lakeside Abbey but it is just an empty map. From the guide it is not entirely clear to me how to rename a map, it seems logical to me that I would have the rename the sco file and scenes entry as well as the strings entry, but it does not say how in the guide.

Guess I'll just take screenshots inside the edit mode in the scene editor with ugly transparent water.  :cry:
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Commodore_Axephante on February 23, 2013, 06:36:03 am
^^ I second Teeth's confusion about renaming maps. I would love some clarification on this, if possible.

A few other questions:

Also, I'm making a battle map - the tutorial only tells us how to "test run" siege maps... what about Battle? When I try to run it as if it were a siege map, it comes up blank.

Finally, is there a way to set day/night/weather on the map? Can't seem to find that either.

Thanks guys.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: FrugFrug on February 25, 2013, 08:37:50 pm
I have the same problem with the map not loading right in the "Host Game" area, just get a random open field. (Works fine in scene editor though.)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jarold on February 26, 2013, 03:22:13 am
Ok teeth, frugfrug, and axephante. Just don't rename your maps and it should be fine. I've tried renaming my map in the strings and it shows my maps name but it comes up as an empty map, so I simple clicked the button to go to the next map and then I hosted tthe game. My map then appeared. If I wasn't clear say my map was blank_100 and I wanted to rename it to Upheaval now blank_100 will be gone from the list and Upheaval will take its place however it seems to load a blank map so I go to blank_101 and it should load my Upheaval map. Even though thats weird it worked for me. You could probably fix it my renaming alot of stuff in different .txt and other things.

I say just don't rename your map keep it blank.

Also you can take pics in scene editor very easily. Just go to your scene, go into editor mode and while in editor mode press H. No more transparent water!
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ronin on March 05, 2013, 02:14:59 pm
Have anyone tried pressing H button during edit mode? Haha :mrgreen:
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Teeth on March 06, 2013, 12:25:14 pm
Siege towers and ladders will not move properly until you test the map in a playable environment!
As I am going to try making a siege map, what is a playable environment and how do I get my map on there? Or is it just the siege server?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Maximum92 on March 07, 2013, 06:47:32 pm
hello, i'm trying to test a my battle map, but when i'm trying i have a error " invalid oppcade 16" and my game crash.

I have read the other answer, but i have rename my map with the origins name ( blank 33) .
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Viriathus on March 10, 2013, 04:19:07 pm
is there a way to load a .Sco file without having the correspondant scenes.txt?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Ronin on March 16, 2013, 09:20:50 pm
Just decided to post here, another outer terrain code you might enjoy:
outer_terrain_town_thir_1
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Fips on April 12, 2013, 05:02:08 pm
Siege Engins 2 and 3 won't work, cmp just told me that the numbers are wrong. Maximum number of entry point is 127 =P
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jarold on April 15, 2013, 05:11:58 am
I'm not sure if the virgin spawn is the same as the player spawn?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: maat on April 21, 2013, 08:13:44 pm
THANKS u so much for this guide , work on DTV of Quincy village in progress  :D

http://www.hostingpics.net/viewer.php?id=373103mb4.jpg
http://www.hostingpics.net/viewer.php?id=781714mb6.jpg
http://www.hostingpics.net/viewer.php?id=846836mb10.jpg
http://www.hostingpics.net/viewer.php?id=590057mb11.jpg
http://www.hostingpics.net/viewer.php?id=881641mb16.jpg
http://www.hostingpics.net/viewer.php?id=300408mb22.jpg
http://www.hostingpics.net/viewer.php?id=254051mb9.jpg
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: En_Dotter on April 22, 2013, 04:54:37 pm
Ok we need help with our map. The one Maat posted about.
We cant find it in map list if the game mode is DTV when we try to host it and test it.
Spawn points are added. I even opened yaragar DTV map and copied all the spawn points from there to try it and still doesnt work.
We got ai meshes we got everything... What seems to be wrong?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: maat on April 24, 2013, 05:11:18 am
new idea =) the battle of the Hadrian Wall =

http://www.youtube.com/watch?v=X8C_4HYY22I

pictures=
http://www.hostingpics.net/viewer.php?id=569394mb24.jpg
http://www.hostingpics.net/viewer.php?id=754213mb25.jpg
http://www.hostingpics.net/viewer.php?id=866917mb26.jpg
http://www.hostingpics.net/viewer.php?id=219430mb30.jpg
http://www.hostingpics.net/viewer.php?id=592865mb27.jpg
http://www.hostingpics.net/viewer.php?id=260990mb29.jpg
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Tore on August 11, 2013, 10:05:44 pm
Why isn't this stickied anymore :cry:
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Viriathus on August 11, 2013, 10:19:59 pm
it is sticky, very sticky. I use this guide all the time!
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Nordwolf on August 11, 2013, 10:54:29 pm
Why isn't this stickied anymore :cry:
That's why:
http://forum.meleegaming.com/scene-editing/map-making-and-siege-beta-guide-submitting-and-maintaining-maps/

though I'd prefer threads to be stickied all together - just prefixed with something like "tutorial"
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Tore on August 11, 2013, 11:16:27 pm
That's why:
http://forum.meleegaming.com/scene-editing/map-making-and-siege-beta-guide-submitting-and-maintaining-maps/

though I'd prefer threads to be stickied all together - just prefixed with something like "tutorial"

ooooh shiny
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Fips on November 01, 2013, 02:43:32 am
I can't even access the Edit Mode... I copy/paste de cRPG folder in the Modules folder and named it cRPG - Mapping just like you said, I checked Enabled Edit Mode and Windowed but when I start the game nothing happens, it just starts the game... what did I do wrong?

Ehm, are you using crpg launcher? Just start warband exe, select mapping module and then scene editing should appear.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Nordwolf on November 01, 2013, 11:47:37 am
I usually use cRPG laucher, but tick off WSE2 and then select the right module in Warband launcher.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: 722_ on November 08, 2013, 08:04:28 pm
Thank you very much for this great guide Peasant_woman, it has been very helpful! I do have a question though, is it possible to remove the plants that spawned with the map or did I dun' goofed?

(click to show/hide)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Fips on November 08, 2013, 08:12:19 pm
Ehm, if you set the vegetation for the terrain code pretty high those might not be deletable. If they are only grass bushes a restart of the map does the job. Usually happens when you retexture the ground and you had the turf before (which spawns grass).

Tip: Just work with one of the blanks, making the terrain in native is usually not needed. Only if you want the water in rivers to move basically =P
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: 722_ on November 08, 2013, 08:32:21 pm
Ehm, if you set the vegetation for the terrain code pretty high those might not be deletable. If they are only grass bushes a restart of the map does the job. Usually happens when you retexture the ground and you had the turf before (which spawns grass).

Tip: Just work with one of the blanks, making the terrain in native is usually not needed. Only if you want the water in rivers to move basically =P

Cool thanks Fips restarting the map got rid of them, As for working with blanks I was just following what the tutorial said allthough there is a river on the map.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: HarunYahya on April 22, 2014, 02:23:41 pm
I follow these exact steps but i just can't edit my randomized terrain.
I made a desert map in native, copied it's code and changed it with blank 105 in scenes.txt from copied cRPG module, added outer terrain desert but whenever i open blank 105 to edit it, a grassy map comes up ?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Fips on April 22, 2014, 04:47:16 pm
I follow these exact steps but i just can't edit my randomized terrain.
I made a desert map in native, copied it's code and changed it with blank 105 in scenes.txt from copied cRPG module, added outer terrain desert but whenever i open blank 105 to edit it, a grassy map comes up ?

Unless you want a river in your map you should just edit the terrain yourself anyway. Much easier and the map will actually look like you want it. Be creative =D
(And by river i really mean river, lakes or the sea can be done by yourself just as good)

Also this sounds like you edit the wrong scenes.txt line. Or you are trying to host your map, which is NEVER the right map. Click 20 or 21 maps (Instead of loading blank 105, load blank 125 or 126) further and you will get the map you edited in case you are hosting a server.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: HarunYahya on April 23, 2014, 03:58:55 pm
Unless you want a river in your map you should just edit the terrain yourself anyway. Much easier and the map will actually look like you want it. Be creative =D
(And by river i really mean river, lakes or the sea can be done by yourself just as good)

Also this sounds like you edit the wrong scenes.txt line. Or you are trying to host your map, which is NEVER the right map. Click 20 or 21 maps (Instead of loading blank 105, load blank 125 or 126) further and you will get the map you edited in case you are hosting a server.
Yeah i wanted to make a compact desert map for siege (Thinking about the last scene from Kingdom of Heaven, Jerusalem with a breached wall.)and making desert in edit works but outer terrain remained the same grassy plains but many thanks to you when i opened blank 124 i found my edited map !
Now let the hours of editing begin ! :) Thanks again.

I'll fill this thread with questions probably, check here daily and help me out please Fips ! :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Fips on April 23, 2014, 04:16:58 pm
Anytime, i'm also almost 24/7 on irc, you can poke me there, too.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Thranduil on April 24, 2014, 02:00:59 am
Outer terrain is set to plain by default. Since your are technically editing scene 105, open up scenes.txt and search for the following line:
Quote
scn_blank_105 blank_105 256 none none 0 0 100 100 -100 0x0000000130000500400649920004406900002920000056d7 0 0 outer_terrain_plain
The bold text is of course the terrain code and will be the code you copied in, not the generic one I listed. At the end of the line, change outer_terrain_plain to either outer_terrain_desert if you want desert hills or outer_terrain_desert_b if you want desert mountains.

I would also suggest keeping a backup copy of the .scn file if you are editing in the cRPG module and not a copy of the cRPG module. Repair and even patches have the potential to overwrite/erase your file and all your hard work!
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Mallets on May 15, 2014, 05:29:39 am
First time messing around in the scene editor.  Hopefully, going to give it a real try this weekend.  See if I can put out a battle map.

Quick questions, how can I place water for a river/creek?  Is the only way to get water is to lower terrain to the water level?
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Thranduil on May 15, 2014, 06:01:21 am
First time messing around in the scene editor.  Hopefully, going to give it a real try this weekend.  See if I can put out a battle map.

Quick questions, how can I place water for a river/creek?  Is the only way to get water is to lower terrain to the water level?

To, or below the water level, yes.

Alternatively, if you have edit mode enabled when you start up Native (or a copy of Native), when you go out into the fields, you will have a button in the lower left of your screen that says TERRAIN. This is a terrain generator. You can get a terrain code based on the settings you put in. This has an option for river, deep water, and you can change the river code for different shapes for the river. This option will actually give you "flowing" water as opposed to standing water like a lake.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Mallets on May 15, 2014, 05:02:16 pm
Alternatively, if you have edit mode enabled when you start up Native (or a copy of Native), when you go out into the fields, you will have a button in the lower left of your screen that says TERRAIN. This is a terrain generator. You can get a terrain code based on the settings you put in. This has an option for river, deep water, and you can change the river code for different shapes for the river. This option will actually give you "flowing" water as opposed to standing water like a lake.

Thanks for the info.  Yeah, I saw the river code.  Messed with it a bit.  Need a river going right through the center.  From one edges center, to another edges center.  Saw tons of codes where rivers are going from corner to corner.  But I need center to center.

Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Thranduil on May 15, 2014, 06:43:26 pm
Thanks for the info.  Yeah, I saw the river code.  Messed with it a bit.  Need a river going right through the center.  From one edges center, to another edges center.  Saw tons of codes where rivers are going from corner to corner.  But I need center to center.

Yeah, the downside is it's usually random.  Sometimes you get something that looks awesome, and sometimes that awesome terrain is actually playable. =P But there are extremely few combinations that have a river going through the center, so you are probably better off making it yourself.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Thomek on October 01, 2014, 11:02:33 am
This guide is great! why haven't I seen it.. Sticky pls :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Hellsing on October 01, 2014, 11:07:36 am
lol
Thomek this thread is like stickied almost since 2012..
look here now: http://forum.melee.org/scene-editing/map-making-and-siege-beta-guide-submitting-and-maintaining-maps/

There was another thread linking to peasent_woman, right before siege beta was started..  :)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on November 06, 2014, 10:57:10 am
Updated to include the siege beta/conquest additions, reformatted and removed outdated/redundant information.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jarold on May 27, 2016, 09:29:27 pm
*cough*
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Gurgumul on May 27, 2016, 11:14:04 pm
I tried and got stopped right at the beginning. When I go into Scene Editor, I get a bunch of script errors and everything looks out of place. When I load the blank map, there's already a castle there for no reason, as well as trees too high above the ground. On second try, the castle was gone but the trees remained above the ground. On third try, the trees were in their right place. I tried launching it with and without WSE2, but neither helps.
(click to show/hide)
(click to show/hide)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jarold on May 28, 2016, 04:22:29 am
I tried and got stopped right at the beginning. When I go into Scene Editor, I get a bunch of script errors and everything looks out of place. When I load the blank map, there's already a castle there for no reason, as well as trees too high above the ground. On second try, the castle was gone but the trees remained above the ground. On third try, the trees were in their right place. I tried launching it with and without WSE2, but neither helps.
(click to show/hide)
(click to show/hide)

You need to make a separate folder. Copy cRPG and rename it cRPG Workshop. Next start the cRPG launcher and click Play Warband, not Play cRPG, then choose the mod cRPG Workshop. Make sure you have edit mode enabled. You need to make your own scene code in native and make sure you turn the vegetation slider all the way down. I usually just stick to editing the blank_100 and beyond to avoid problems. I've never tried to edit an existing blank scene, since I always make my own terrain code from native and then implement it into the cRPG Workshop.

Above all don't edit random_steppe, random_plain, etc. Just don't do it.  Also when you look for your map there is a weird problem. If you can't find it you may have to look 20 or 21 maps ahead. Like blank_100, would need to be found and selected in the game as blank_120 or 121.  :?


I'm not sure if you followed the guide all the way, don't skip anything.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Gurgumul on May 28, 2016, 12:59:28 pm
I do everything like in the instructions, it's still bugged. Might have to do something with cRPG's overall instability and bugginess.
(click to show/hide)
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Jarold on May 29, 2016, 09:17:40 am
I honestly don't know, i'll just have to start it up myself and see what happens.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Hellsing on June 10, 2016, 03:45:22 pm
just ignore and go on..
script errors are happening because you launch the game without wse2 for scening purposes and scripts are broken at this state.

Don't get feared by this and go on. Blanks might be filled but since you modify an  copy of crpg i recommend to get an empty scene code from singleplayer generator, add this code into scene.txt to the first blank map.
After done load the blank map and select all scene props in the list (ctrl+f+entf)..

Here you go: a blank and ready map to go.
If you want to modify existent maps, search for their scene code, copy and paste it into scene.txt after scn_blank_....sco, copy the file_name.sco and rename it to blank as well, override the existens version of it.
Here you go everything ready to go..
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: GOBBLINKINGREATLEADER on July 01, 2017, 07:02:35 pm
Necro'ing a valuable thread.
Title: Re: Peasant_Woman's simple and easy guide to making a playable map for cRPG
Post by: Peasant_Woman on July 01, 2017, 09:20:46 pm
Thanks GOBLINKINGREATLEADER!

Just so others are aware, I'm still kicking around here and on the EU servers from time to time and have some new maps I'm working on bringing to the community (hopefully this year (A Rageball map and a battle map planned)).

As always feel free to post in this thread if you have questions on map making that need answering, someone will be along to help shortly!