cRPG
cRPG => Beginner's Help and Guides => Topic started by: MountedRhader on January 17, 2011, 05:20:48 am
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Tetris, my clan leader, has just announced he is going to purchase a server for cRPG. I have been appointed official map maker for it, and I would really appreciate some tips. I have made my own castles in single player, and have the most experience doing editing by far. I reckon making maps for multiplayer isn't as simple, and I would like any important information you pro's have to offer.
Thanks for reading.. :)
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In my opinion MP maps are easier than SP because you don't have to spend loads of time dealing with the AI mesh. 0 and 32 are the main spawn points for battles and the others are used for death-match entry and flag points. Just start focusing on maps you like to play and perhaps use real places and things for ideas. Also the Taleworlds forum has a lot of stuff in the forge you may want to check out.
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In my opinion MP maps are easier than SP because you don't have to spend loads of time dealing with the AI mesh. 0 and 32 are the main spawn points for battles and the others are used for death-match entry and flag points. Just start focusing on maps you like to play and perhaps use real places and things for ideas. Also the Taleworlds forum has a lot of stuff in the forge you may want to check out.
Ty for this valuable info, but I do not understand. Can I make maps with the in-game editor like single player.. or do I have to go through the whole python process.. which looks difficult as heck. (still stuck on python download page) :shock:
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Yes, you can use in game editor for MP maps. The maps I make for MP i usually just make in cRPG single player with edit mode on, then the file name can be changed when the map is finished.
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Thank you Warcat, thank you! I cannot tell you how much of a help you've been. I gave up on python a few minutes ago and now that I am reading this, I have a glimmer of hope. Once again, thanks for your help man!
:D
P.S.: Two more things.. 1: What did you mean by name change? Something like changing the extension title to something else? (examples: from .--- to .--- ?) :?
2: How would I make spawn points for multiplayer in the in-game edit mode? <------------ Crucial!!
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1. After you make the map just go to the scnObj folder to find the one you just saved. Then change the name of the file like you would any other file. The extension stays the same because SP and MP use the same type of file. Once you have saved the file you can give it to the server host where he can add it into the map lineup (bit less knowledgeable about what the host does with it as I've only made maps, never hosted the server).
2. Up at the top in the list of scene props that you can place, one of the four options is entry points. You place these just like a normal SP map with the entry point number corresponding to what you want coming in there. For a good guide on what points do what and some other info, I recommend this thread. Scening in Warband (http://forums.taleworlds.com/index.php/topic,89831.msg2321184.html#msg2321184;)
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Ah, I see. 0 for faction 1 and 32 for faction 2. I just keep making entry points until I get to 32, then delete all the others besides 0 and 32 ( 1, 2, 3, etc.) and place the remaining ones where I wish? If so.. thank you, you've told me just about everything I need to know. ^^
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If you're making battle and not deathmatch maps, than yes, all you need is 0 and 32.
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Couldn't have done it without you.. :)
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No problem, good luck on the maps. I don't have to much time to be making maps right now myself, spending my free time either playing or working on a massive Minecraft project.
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http://forum.c-rpg.net/index.php/board,24.0.html
Just wanted to say that there is a whole board for these type of things :wink:
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Thanks Warcat and Airith! But the thing I was really stuck on was the spawn points, such as 0 or 32. I had no idea what those numbers meant at the time (32 for coordinates or what?). No one really explained (or I didn't find it) how to make those spawn points, plus the fact I had overlooked the 4 or 5 other menus besides scene props. Which Warcat fortunately pointed out.
One final question: When making entry points, how do I make entry points for 0? My method of creating 32 entry points and deleting all but 32 only results in me having #32 and #1 left..? No #0 entry point..
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After you create an entry point, you can then go out of placement mode and change the number in the menu on the left hand side. (Don't remember the exact names everything is labeled, but, hopefully that helps.)
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I'll test it tomorrow..
..Did chadz happen to take out single player just so I couldn't make maps for our server in it? Only NA creators are privileged and allowed to make maps nao. :shock:
Is FPS frames per second? What is this exactly?
Will the maps I made in 2.11 or w/e work in 2.12? :?
Sorry I have so many questions, I am a nub. :oops:
Thanks again, Rogue
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Yeah, he took out SP. You can still go into multiplayer and host a server and be in edit mode from that though.
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I tried editing in tutorial, a message popped up: "Stop editing maps and fix this mission template you lazy bastard." or something o' rather :rolleyes:
Yeah I figured doing multiplayer.. Sounds good
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lol, sounds like chadz wants better support from the dev team
Edit: Though from what I can tell, the editing still works fine, it's just a matter of whether the text on the left annoys you enough.
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Exactly my thinking. There are plenty of sample maps in tutorial, but that annoying text pops up every second.. :mad:
I'll see what I can do about disabling it..
Otherwise its a go for map making unless there are more Easter eggs for me to find yet. :wink:
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It's definitely best to just edit from hosting your own multiplayer, that way you can reload the map from the admin panel and test as you edit. Rogue, if you, or anyone for that matter, would like help getting map-making going, I'm always happy to talk people through it. It's probably best if you come find me on IRC, which I'm usually on. Then I can answer any questions and give advice about what I've learned from this editor more quickly and easily. Nasturtium will probably help as well. Look for us on #mount&blade-crpg channel on the quakenet servers.
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It's definitely best to just edit from hosting your own multiplayer, that way you can reload the map from the admin panel and test as you edit. Rogue, if you, or anyone for that matter, would like help getting map-making going, I'm always happy to talk people through it. It's probably best if you come find me on IRC, which I'm usually on. Then I can answer any questions and give advice about what I've learned from this editor more quickly and easily. Nasturtium will probably help as well. Look for us on #mount&blade-crpg channel on the quakenet servers.
Thanks!, but I made 4 maps already via multiplayer ^^
I will google IRC shortly. :wink:
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I tried editing in tutorial, a message popped up: "Stop editing maps and fix this mission template you lazy bastard." or something o' rather :rolleyes:
Yeah I figured doing multiplayer.. Sounds good
Finally got around to doing some more scene work for Fallen's Tournament scene when it dawned on me. That message can easily be stopped by just pausing the game. Ctrl+F11.
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Thank you sooo much!
But I don't know what the scene names in sceneobj are called for the blank map templates D:
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I assume you're talking about my blank maps.
Excellent point, the maps are called:
my_scene_#
where # is 1-20.
Sorry for neglecting to include that info.
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Are they in sceneobj because I don't see them :?
Are they in "my docs"?
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Are they in sceneobj because I don't see them :?
Are they in "my docs"?
If you have made a map, they will generate a sco file in the scenobj folder named scn_my_scene_1.sco, etc. All 15 blank templates will not populate in the sceneobj folder until you have made some sort of map with them.
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Exactly. They are in the SceneObj folder in your module, and will only be there if you have edited and saved changes to the map in question.
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Ahh I see now. Thanks a ton, you have helped forge the strongest map maker known to man!!! !
Ok.. Maybe not the "strongest" but one with a passion.
Expect to see new maps :wink:
EDITED: Btw, When I have the .sco file, do I just copy into a separate folder (what I have been doing) or do I need the strings for terrain or w/e? If I do need strings please tell me the location!
Thanks,
Rogue
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To put a map up for others to try, you need the .sco file and the terrain code. the terrain code can be found inside the scenes.txt file. do a search in the file for your scene (it will be the same as the name of the .sco file, minus the .sco part). the terrain code is the very long number (with a few letters as well) near the end of the line that starts with "0x". Otherwise, just copy the entire entry for your map, since whoever's using it probably knows what they need. Put that in a standard text file, package it with your .sco, and upload.
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I'll see how it turns out, thanks mate(s) :)
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In case my last post was too vague, I describe the process more thoroughly and with pictures in this thread:
http://forum.c-rpg.net/index.php/topic,1843.0.html
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Thanks Kong ^_^