cRPG

cRPG => Scene Editing => Topic started by: Airith on January 03, 2011, 11:41:30 pm

Title: Scene Editing: How To
Post by: Airith on January 03, 2011, 11:41:30 pm
http://forums.taleworlds.com/index.php/topic,112508.0.html

Read this thread, do the tutorial. Ta da, you're a scene editor now.

I am putting scenes into the official cRPG release (Strategus too) as well as the scene admin for the NA cRPG servers.

Purpose of this section: Discuss scenes from Strategus (bugs, exploits, etc), and discuss scenes from the varying regional servers (NA, EU, OC, CN, etc).

Link to pictures (normal and satellite) of the villages, castles, and towns in Calradia.
http://eelio.pagesperso-orange.fr/
Title: Re: Scene Editing: How To
Post by: Kafein on January 04, 2011, 01:10:52 am
I suggest you add to your post that the part about the quick scene chooser AND the module system are completly useless if you just want to make maps. These steps are by far the most annoying to do.

To avoid using the module system, simply edit the text files directly (scenes, strings and scripts if you want to test the spawns with AI).

To add a map in scenes.txt, simply copy the 4 lines of a multi map and paste them after all the multiplayer maps, then make the correct changes. As simple with strings.txt

Title: Re: Scene Editing: How To
Post by: Airith on January 04, 2011, 01:26:21 am
Well to be honest, I'd rather people avoid that. I've had problems with that method that result in none of my changes being saved, so I don't trust it at all. But people are free to use it.
Title: Re: Scene Editing: How To
Post by: Kong Ming on January 04, 2011, 02:39:38 am
Well, I definitely gave up on scening on two separate occasions because I couldn't get the quick scene chooser to work correctly, so I think it would still be worth mentioning that it's probably best to avoid it.  As for the module system, it's much better if you can use it, but I know many people with Vista (poor bastards) can't get the compiler to function properly so their only option is to edit the already compiled text files.

I got my two map discussion threads from the old forum set up here.  It's very exciting to have our own little corner of the internet to work in.
Title: Re: Scene Editing: How To
Post by: zagibu on January 04, 2011, 09:20:40 pm
Maybe someone should make an "editor scene" with all props placed and grouped thematically. I find it a bit tedious sometimes to scroll through the endless proplist looking for a crate or something to put in a corner. Also, the props are named a bit confusingly, so that you might miss some castle props etc., if you don't check them all (e.g. I almost missed the big snowy gatehouse, because it's not named in the same pattern as the other snomy castle parts).
Title: Re: Scene Editing: How To
Post by: Kung Fu Jesus on January 05, 2011, 01:28:12 am
I think there needs to be a tutorial for complete retards like myself. Imagine you are telling a 5 year old how to do this. Then I might be able to understand everything.
Title: Re: Scene Editing: How To
Post by: zagibu on January 05, 2011, 12:48:53 pm
Sorry, but there are topics that 5 year olds simply can't understand, no matter how well it is explained to them. I'm not saying that scene editing is one of them, though. Maybe I'm giving it a try later...
Title: Re: Scene Editing: How To
Post by: zagibu on January 06, 2011, 09:52:26 pm
Okay, here is an as easy as it gets explanation. Unfortunately, it's not complete yet (read the bottom note):

Preparations
- Go into your M&B installation folder and in there, find the subfolder "Modules"
- Make a copy of the "Native" folder and paste it into the "Modules" subfolder with a new name, e.g. "Mapping"
- Start M&B and in the launcher, click on "Configure", go to "Advanced" tab, and check "Enabled edit mode"

Creating a terrain string
- Start M&B and in the launcher under "Current module", select your newly created module
- Start a new campaign, and when you are on the world map, click on the new button "Terrain" in the lower left
- Play around with the options (note that vegetation, etc. placed this way can't be removed later) and once satisfied, click on "Copy" to copy your terrain string to the clipboard
- Paste your terrain string into an editor to save it somewhere
- Exit M&B

Editing strings.txt
- Open strings.txt in your new module folder and find the string "multi_scene_end"
- Directly above this line, insert a new line with the strings "str_example_map" and "My_Cool_Example_Map", both without quotes and separated with a space
- Scroll back up to the top of the file and increase the number on line 2 by 1

Editing scenes.txt
- Open scenes.txt  in your new module folder and find the string "multiplayer_maps_end"
- Right above this line, insert the following text (note the correlation with your entries in strings.txt):
Code: [Select]
scn_example_map example_map 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000002200005000005f57b00005885000046bd00006d9c
  0
  0
 outer_terrain_plain
- Replace the long string 0x000000...etc. with your terrain string you created earlier
- Replace "outer_terrain_plain" with one of the following: outer_terrain_beach, outer_terrain_desert, outer_terrain_plain, outer_terrain_snow, outer_terrain_steppe
- Scroll back up to the top of the file and increase the number on line 2 by 1

Editing scripts.txt
- Open scripts.txt  in your new module folder and find the string "multiplayer_fill_map"
- Right below this line, you will see a loooooooong line of numbers
- Despair

Hosting and editing the map
- Host a new multiplayer map of the desired game type and select your map
- Hit Alt + Enter to enter windowed mode
- Hit Ctrl + E to start Edit mode (sometimes takes a little while to load)
- When you're done, hit Ctrl + E again and when prompted, save or discard the changes

As you can see, the instructions are incomplete. The reason is, I'm using the module system, which does that step automatically for me, so I don't know what numbers to add where manually. This line tells M&B what maps are available in what MP modes. You won't be able to host your map without this info. You COULD load it with the quick scene chooser though, but getting that to work is also quite bothersome for many ppl. Maybe someone else can complete this step. If not, I might get back to it later...
Title: Re: Scene Editing: How To
Post by: Airith on January 07, 2011, 04:04:00 am
Entry points for battle:
0 - attackers
32 - defenders
66, 67, 68 - places the master of the field flag at one of these points

siege:
0-31 defenders
32-64 attackers
66 - flag
Title: Re: Scene Editing: How To
Post by: zagibu on January 07, 2011, 08:03:44 pm
There is more for siege:

When placing ladders and siege towers, arrange them on the map in their final position. Then place the entry points. Note that after a reload of the map, ladders and siege towers will always appear in their starting positions, so you have to get them right the first time, or, after having loaded the map, spawn as player and move them to their final positions again, so that you can rearrange them.

100-109 For ladders (One per ladder, direction = ladder orientation when on ground)
110-119 For siege tower 1 (Starts at 110 and moves over all entry points to final position against wall)
120-129 For siege tower 2 (Starts at 120 and moves over all entry points to final position against wall)
130-139 For siege tower 3 (Starts at 130 and moves over all entry points to final position against wall)

Ladders have only 1 walkable side. If you fall through while it is against the wall, rotate it around its long axis. Also rotate the entry point around the pointing axis, or the ladder will do a half-rotation around its long axis while going up.
Title: Re: Scene Editing: How To
Post by: Airith on January 08, 2011, 01:32:28 am
Yeah I forgot about those ones. One thing though, I've tried testing out the siege tower placements, but it won't let you place entry points above 134 or some weird number.
Title: Re: Scene Editing: How To
Post by: zagibu on January 08, 2011, 12:11:13 pm
Yeah I forgot about those ones. One thing though, I've tried testing out the siege tower placements, but it won't let you place entry points above 134 or some weird number.
Hmmm, I have only tried the first siege tower myself...oh well, I guess two siege towers should be enough for most maps.
Title: Re: Scene Editing: How To
Post by: zagibu on January 08, 2011, 04:29:59 pm
To those who claim you can do everything without the module system: How do you find out the var id of your new map identifier so you can add it to scripts.txt?
Title: Re: Scene Editing: How To
Post by: Airith on January 08, 2011, 11:01:36 pm
To those who claim you can do everything without the module system: How do you find out the var id of your new map identifier so you can add it to scripts.txt?
scripts.txt is an uneditable file, a bunch of giberrish in number form. One method is replacing an already existing map with yours (have to keep the same as the old one) and then try playing the old map. Again, I do not recommend .txt editing, but it will work in a dirty way :p
Title: Re: Scene Editing: How To
Post by: zagibu on January 08, 2011, 11:08:30 pm
I guess the only way people have to edit without the module system, is to copy native module, overwrite one of the existing maps in scenes.txt and then load that. How do the server admins integrate new maps into the rotation? Maybe their approach could be useful for editing, too.
Title: Re: Scene Editing: How To
Post by: 22nd_King_Plazek on January 11, 2011, 04:58:42 pm
You either do a hack job and replace an existing map with the new .sco file or you have to code it in with the module system.

But as a mapper I find editing the text files to work perfectly fine. I just hand the maps and their terrain codes over to my server admins or the members of the mod team I am making maps for. Easy :)
Title: Re: Scene Editing: How To
Post by: CtrlAltDe1337 on January 17, 2011, 02:21:11 am
I just overwrite village scenes in SP or multiplayer scenes on a LAN server...it works well enough and is easy to set up.  You can always throw down new terrain by editing scenes.txt if you want.
Title: Re: Scene Editing: How To
Post by: Kong Ming on January 21, 2011, 08:32:36 pm
Hey guys!
I was talking to Nasturtium about this last night and I decided to go look it all up and post what I found. 
For people making scenes, here's a list of all the outer scenic rings that I found in the brf files.  Enjoy!

  -Legal

outer_terrain_plain
outer_terrain_snow
outer_terrain_steppe
outer_terrain_town_thir_1
outer_terrain_castle_9
outer_terrain_desert
outer_terrain_desert_b
outer_terrain_beach
outer_terrain_plain_2
outer_terrain_snow_2
outer_terrain_steppe_2
sea_outer_terrain_1
sea_outer_terrain_2
Title: Re: Scene Editing: How To
Post by: Kong Ming on January 24, 2011, 12:13:14 am
Made a new super duper simple tutorial for the ultra lazy.  And I'm pretty sure it actually works.  Amazing.  Airith can you add this link as a poor man's alternative to the Turanien guide in your OP?

http://forum.c-rpg.net/index.php/topic,1385.0.html
Title: Re: Scene Editing: How To
Post by: CtrlAltDe1337 on January 26, 2011, 04:32:43 am
This is the tutorial I've always referenced: http://forums.taleworlds.com/index.php/topic,89831.msg2321184.html#msg2321184 (by Arch3r)
Title: Re: Scene Editing: How To
Post by: Kong Ming on January 26, 2011, 09:15:52 am
That tutorial is fantastic for entry point infos.
Title: Re: Scene Editing: How To
Post by: Kung Fu Jesus on January 28, 2011, 02:23:14 am
I think I screwed up the Maser of the Field objects. There were two of them under my map while I was making it. And I deleted them. Now I need to get them back but I am not sure exactly how to do that. I did find the object name for the pole and each flag(I think). But I don't know what needs to be done to make them actually work and rise when folks get close.

On another note, is there a way to either make a lot of shrubbery without manually clicking each shrub in place and without using the vegetation slider? Also, is there a way to basically duplicate an object that I have manipulated using x,y,z axis? Basically, I have a lot of one type of bush that I want to a) double in size and b) use A LOT. Manually placing each and resizing each is driving me insane.
Title: Re: Scene Editing: How To
Post by: CtrlAltDe1337 on January 28, 2011, 03:38:01 am
I think I screwed up the Maser of the Field objects. There were two of them under my map while I was making it. And I deleted them. Now I need to get them back but I am not sure exactly how to do that. I did find the object name for the pole and each flag(I think). But I don't know what needs to be done to make them actually work and rise when folks get close.

On another note, is there a way to either make a lot of shrubbery without manually clicking each shrub in place and without using the vegetation slider? Also, is there a way to basically duplicate an object that I have manipulated using x,y,z axis? Basically, I have a lot of one type of bush that I want to a) double in size and b) use A LOT. Manually placing each and resizing each is driving me insane.
You can adjust/position the object before placing it, then each time you place it, it will be that size or orientation.  Don't forget you can also type in the x y z size scales manually (default is 1.00000, put 1.5000 to make it 50% bigger, etc).

And as far as MOTF, I'm pretty sure you just need to place the entry points (66-68 I think?  Or 67-69?) and it will work fine.
Title: Re: Scene Editing: How To
Post by: Kung Fu Jesus on January 28, 2011, 08:35:34 am
So for the MotF I only need the entry points, not the objects(pole/flags)?

And I figured out how to duplicate resized objects. You cannot manually do one and change each axis. You must use B to resize the first one, then you can just plop them down over and over.
Title: Re: Scene Editing: How To
Post by: Kong Ming on January 28, 2011, 08:42:23 am
Awesome I actually didn't know you could do that.  I have a map I now need to revisit.  :P
Title: Re: Scene Editing: How To
Post by: CtrlAltDe1337 on January 29, 2011, 07:43:28 pm
So for the MotF I only need the entry points, not the objects(pole/flags)?

And I figured out how to duplicate resized objects. You cannot manually do one and change each axis. You must use B to resize the first one, then you can just plop them down over and over.
You can actually do it both ways.  Either a) put the object down and type in the resize values manually for each object, or b) use B to size the object up, then place a bunch of them at once.  The problem with the former is that its time consuming, and the problem with the latter is that its less precise.


and yes, for MOTF all you need is the entry point.
Title: Re: Scene Editing: How To
Post by: Ronan on February 22, 2011, 12:18:27 am
Great stuff guys! It really helped a million different questions. Though quick scene chooser and the "module one" are useless to most of you they do work. I went through everything and now have 3 ways to make maps. But I find downloading Kong Mings blank maps after copying a new mod and then doing the whole "host multiplayer game" to be these least headache. Its really simple  and makes me very happy. I had to delete an almost finished map when I figured that one. Thank you :P

Anyways, one question left: How do you make open/close doors, open/close gate/ and destructible gate/doors?
(Ok that was basically 3)
Title: Re: Scene Editing: How To
Post by: zagibu on February 22, 2011, 12:24:12 am
They are precoded. Load a map that has them and note down the prop name, then place those in your maps. I think the castle_f_door*, earth_sally_gate* and viking_keep_sally_gate* or something are those I've already used.
Title: Re: Scene Editing: How To
Post by: Kong Ming on February 22, 2011, 01:19:02 am
If you're wondering about the winch/portcullis, look at the link that CtrAlt posted above.
Title: Re: Scene Editing: How To
Post by: Ronan on February 22, 2011, 06:52:55 pm
Alright, thanks!!!!:D I do really LOVE this community. You guys always seem to follow up on your forums. People that play M&B are great people, even the "bad guys" we love to hate.

One last question: "Phantom Flag". I have put a flag (nord) down in my castle for siege. Another one I constantly delete reappears in different locals on my map. Ive seen this issue with another map ive played on the servers. Its bugging me. I know theres a way point to place for a flag. Do I just delete both flags--the phantom and the one I placed-- and just put the way point for it to work for every faction?
Title: Re: Scene Editing: How To
Post by: Kong Ming on February 22, 2011, 06:56:07 pm
Do NOT use the physical scene prop for siege flag, ONLY the entry point.  At least I think that's right.
Title: Re: Scene Editing: How To
Post by: zagibu on February 22, 2011, 07:37:42 pm
Yep, delete all flags and poles and put an entry point with id 66 where you want the flag of defenders to appear.
Title: Re: Scene Editing: How To
Post by: Ronan on February 22, 2011, 10:04:56 pm
How do I upload. I press "Attachments and other options" but I have no option to upload! Hell...
Title: Re: Scene Editing: How To
Post by: Kong Ming on February 26, 2011, 07:28:42 am
Go here.

http://www.mbrepository.com/index.php

Get an account approved (won't take long).

Package your .sco file and your scenes.txt code snippet into an archive.

Upload them to the repository.

Post the link, a name for your map, and some screenshots in the "Finished Maps" thread.
Title: Re: Scene Editing: How To
Post by: Ronan on February 28, 2011, 01:56:08 am
ok new problem. I have placed ladder(s) on my map--the movable ones--but I get an error everytime I load. They are in their down position... They go up like theyre suppose to. Thats where the good stuff stops. I get the error when I load the map. I get a long error when I put the ladders up. I cant walk on them at all, I have rotated them even. I looked at the other native maps. I dont see what Im doing wrong. Im using entry point 100 and 101. Any help?
Title: Re: Scene Editing: How To
Post by: Ronan on February 28, 2011, 03:04:04 am
Ok, for future reference about glitching ladders. 5hrs later I fixed my problem. I swear I rotated a million times! Anyways, my easy fix was I just got out of the multiplayer "host a map" menu (I exited to the main menu) and went back. I entered my map and it magically worked just fine. 5hrs, 5hr frustrating hours and my ladders work err... I love you map editor but I hate you too.
Title: Re: Scene Editing: How To
Post by: Kung Fu Jesus on February 28, 2011, 07:49:38 am
Ya sometimes you have to get completely out for some changes to take effect and also get rid of ghost images, walls, and such.
Title: Re: Scene Editing: How To
Post by: Kong Ming on February 28, 2011, 11:10:11 am
The game needs to completely reload the map before any entry point changes will work properly.
Title: Re: Scene Editing: How To
Post by: Havoco on April 02, 2011, 05:11:31 am
nooby question: how do you get custom banners as scene objects? do you have do dl custom banners to the copy of native?
Title: Re: Scene Editing: How To
Post by: zagibu on April 02, 2011, 11:23:34 am
Good question. I think, since the pack replaces existing textures, everyone who uses the pack will see custom banners even if you place the regular ones. If you wanna see those custom banners during editing, though, you probably have to extract the pack to your mapping copy of native, yes.

This should be easy to verify.
Title: Re: Scene Editing: How To
Post by: Wallace on April 02, 2011, 11:52:17 pm
Yeah that is exactly the case with custom banners... The custom banner pack just overrides existing textures

When i place Banner_F11 It shows the gazelle banner in native and our custom in crpg so whatever banner pack people have on will automatically replace said stock banners
Title: Re: Scene Editing: How To
Post by: Havoco on April 03, 2011, 12:30:47 am
Good to know. Good thing I don't have to change it on my recent map.
Title: Re: Scene Editing: How To
Post by: Ronan on April 04, 2011, 04:25:38 am
Now how do u paint the ground different colors? Ive seen people doing this and I cant seem to figure it out..
Title: Re: Scene Editing: How To
Post by: Mustikki on April 04, 2011, 12:04:12 pm
Ground Color Paint and change the color from the slidebars.
Title: Re: Scene Editing: How To
Post by: Ronan on April 04, 2011, 01:35:13 pm
Ground Color Paint and change the color from the slidebars.

Thats what I figure but i only get hardness and weight, and even those dont do anything. I also cant change weather like I notice people have in their screen shots. Am i missing something?
Title: Re: Scene Editing: How To
Post by: Mustikki on April 04, 2011, 02:36:43 pm
Thats what I figure but i only get hardness and weight, and even those dont do anything. I also cant change weather like I notice people have in their screen shots. Am i missing something?
In the bottom, you see three slidebars and a black window..
Title: Re: Scene Editing: How To
Post by: Ronan on April 04, 2011, 04:03:52 pm
Ok, I know what youre talking about now... Problem... the Edit panel is too big so I cant see the bottom of it. Im looking to see if theres a way to resize it. Any suggestions?
Title: Re: Scene Editing: How To
Post by: Mustikki on April 04, 2011, 06:34:36 pm
If you change your screen resolution you will see it.
Title: Re: Scene Editing: How To
Post by: Vanguard Warden on April 05, 2011, 06:15:04 am
Holy shit. You know how some of the scene props (like stairs) are annoying because they face a certain direction and you can rotate them around, but can't flip them?

You totally can:
(click to show/hide)

If you set one of the scales to a negative number, it flips the model. The textures will be inside-out, but once you save and reload the map it'll look right again.

If you already knew about this, I hate you for not having posted it somewhere more obvious.
Title: Re: Scene Editing: How To
Post by: Peasant_Woman on April 05, 2011, 09:15:48 am
(click to show/hide)

That is incredibly useful thanks for the info! I Can't believe I didn't try this.
Title: Re: Scene Editing: How To
Post by: Beauchamp on April 05, 2011, 02:14:36 pm
yesterday night i was sure i was reading here some short tutorial from Kong Ming about scene editing, did it disappear? i can't find it anymore... :o(

ah got it here, sry: http://forum.c-rpg.net/index.php/topic,1385.0.html

aye with this it seems easy, however my 1200x800 maximum lcd resolution somehow doesn't enable me to see the whole edit panel, so i'm screwed.
Title: Re: Scene Editing: How To
Post by: Wallace on April 05, 2011, 05:07:56 pm
Run the game in windowed mod to view the edit panel
Title: Re: Scene Editing: How To
Post by: Beauchamp on April 05, 2011, 06:30:39 pm
Run the game in windowed mod to view the edit panel
i know that, but the problem is my screen resolution is 1200/800 and 800 is not enough to see the whole panel :o|
well ok, i plugged my older LCD to my laptop so the problem is solved, however only on my laptop without additional screen i will never be able to make maps.
Title: Re: Scene Editing: How To
Post by: Wallace on April 05, 2011, 06:32:07 pm
In that case if you can see the top of the edit bar at all you can always move it into view by click and drag
Title: Re: Scene Editing: How To
Post by: Ronan on April 05, 2011, 07:09:50 pm
yeah I have the same problem with the editor panel too. I make my maps on a laptop, my res is all the way up. hmmm... For dragging can i actually drap the panel beyond the screen? Ive tried but with no avail. Anyways the map I needed to paint for is another siege map... Barely started it since im reworking my first... I wanted to make a map that looks like some real evil people lived in it. With a corpse trench in front and a draw bridge going over it. I just needed to make it look like they met a bloody end. :P But if nothing else i can pass my map on to someone else, right? And have them do the final touchs... I wouldnt mind doing a bit of coop mapping.
Title: Re: Scene Editing: How To
Post by: Ronan on April 14, 2011, 06:31:22 am
Is there a limit on how much brush you can put in a map? I dont know if its a glitch or what, but Ive put quite a bit of brush in my map... When in editor I can see it. When Im not in edit mode its gone. Its annoying...
Title: Re: Scene Editing: How To
Post by: Ronan on April 18, 2011, 08:41:29 pm
Well there is a limit on how much brush you can put into a map. I have no forums to prove this. But I have two maps that I put a lot of brush into. Every kind of brush... When I am in editor I can see every piece I put down but when Im not most of the brush is gone. Thats sad... I have two almost finished maps that I have to now redefine completely: Battle Creek and Homestead. I cant have either so thick with brush. So those of you who want to add a whole lot of brush, dont. Youll just end up disapointed like me.... :(
Title: Re: Scene Editing: How To
Post by: Whalen207 on April 19, 2011, 06:12:23 am
Yeah I had that problem too a couple months ago with the laptop.
I hooked it up to a cheap desktop screen and that fixed the problem.
Other than that there's no real way to fix it, because reducing screen resolution doesn't help.
Title: Re: Scene Editing: How To
Post by: Ronan on April 19, 2011, 06:55:28 pm
wow  laptops suck (thats all i have). So youre telling me even though (when not in edit mode) i cant see the brush its actually there and would show for people if they download the map?
Title: Re: Scene Editing: How To
Post by: TheSpike on April 21, 2011, 06:30:59 am
Is there any way to quickly add grass?
Title: Re: Scene Editing: How To
Post by: Peasant_Woman on April 21, 2011, 06:34:06 am
Is there any way to quickly add grass?

http://forum.c-rpg.net/index.php/topic,2873.0.html (http://forum.c-rpg.net/index.php/topic,2873.0.html)
Title: Re: Scene Editing: How To
Post by: TheSpike on April 21, 2011, 06:39:57 am
http://forum.c-rpg.net/index.php/topic,2873.0.html (http://forum.c-rpg.net/index.php/topic,2873.0.html)

Thanks man; also I didn't expect a response so quickly too.
Title: Re: Scene Editing: How To
Post by: Rannepear on May 05, 2011, 12:59:31 am
Is there a reason some barriers will be either orange or green when placed...and also, do they not affect an area you scaled them to?

Edit: Ahh, nevermind! I got it....
Title: Re: Scene Editing: How To
Post by: Ozin on May 05, 2011, 02:13:17 am
Barriers (be sure they are not AI limiters!) are green on one side and orange on the other. Players can move through barriers from the green side, but not from the orange side. They work when you scale them. Unselect after scaling to "reset" them.
Title: Re: Scene Editing: How To
Post by: Rannepear on May 05, 2011, 04:19:16 am
Figured it out already, but thanks!
Title: Re: Scene Editing: How To
Post by: Seabhac on July 13, 2011, 06:41:40 am
Hello everyone, I am wondering if there is a way to edit or create custom outer terrain as I have a great siege scene project in mind but none of the outer terrain presets really matches what I'd like to do with the scene.

Looked around about it but couldn't really find any info, so am hoping someone here could help. If there is no way to edit or create new ones, what would be an alternative in your opinions?
Title: Re: Scene Editing: How To
Post by: zagibu on July 13, 2011, 11:18:53 pm
Use the one with all water around it, make a large terrain, and sculpt its border into your "outer terrain", so that the water can't be seen.
Title: Re: Scene Editing: How To
Post by: Seabhac on July 14, 2011, 11:22:55 am
Use the one with all water around it, make a large terrain, and sculpt its border into your "outer terrain", so that the water can't be seen.
Thanks Zagibu, that is a solid suggestion.

I've run into a problem when compiling the editing module folder post adding a blank map to the scene & string.txt files. Followed the steps in the tutorial including adding the entry to line two of each file. After saving the new entries, compiling via the .bat they are erased in both files.

I use vista so am wondering if this is part of the compiling error people have mentioned, but was able to install and compile the QSC into the module so am not sure. Perhaps you guys could offer ideas on what is going wrong on my part.

The .bat script in the module_sys doesn't turn up any errors and I can see the files being written over in the Scene_Edit module folder. The folder also have the proper write permissions so it should work, kind of at a loss here.
Title: Re: Scene Editing: How To
Post by: zagibu on July 14, 2011, 09:17:55 pm
The module system reads the scene information stuff from the module python scripts and WRITES the txt files. If you have no info entered in the python scripts, it will obviously replace the txt files with the defaults.
Title: Re: Scene Editing: How To
Post by: Seabhac on July 15, 2011, 04:26:26 am
The module system reads the scene information stuff from the module python scripts and WRITES the txt files. If you have no info entered in the python scripts, it will obviously replace the txt files with the defaults.

hahah hilarious...

well I gave up and just went the replace text route, just finished the wall props. This going to be a remake of Stonehammer from aoc for warband siege.
Title: Re: Scene Editing: How To
Post by: Seabhac on August 09, 2011, 08:25:17 am
Wondering about Entry points in regards to player spawns, is there some sort of categorization on the numbers besides them being split bewteen defenders and attackers?

In example entry point number 32 being infantry or other type of class role as compared to say entry point #42?
Title: Re: Scene Editing: How To
Post by: Kong Ming on August 29, 2011, 11:04:42 pm
Wondering about Entry points in regards to player spawns, is there some sort of categorization on the numbers besides them being split bewteen defenders and attackers?

In example entry point number 32 being infantry or other type of class role as compared to say entry point #42?

Nope, if we're talking about battle, only entry points 0 and 31 matter at all.  Each one denotes a spawn for the entire team.  Siege is a little weirder.  There's a good thread about entry points on the Taleworlds forums.  I think the link to it is somewhere in this thread.
Title: Re: Scene Editing: How To
Post by: zagibu on August 30, 2011, 12:01:23 am
31? Are you sure? Isn't it 32?
Title: Re: Scene Editing: How To
Post by: Jacko on August 30, 2011, 09:20:47 pm
0 faction one, 32 faction two, probably just a typo. On another note, did anyone try the adding the lines http://forums.taleworlds.com/index.php/topic,113298.0.html to avoid random siege spawns? The spawn script is a mess, especially on bigger siege maps.
Title: Re: Scene Editing: How To
Post by: zagibu on August 30, 2011, 10:06:25 pm
This would have to be included in cRPG, can't do it for single maps, AFAIK.
Title: Re: Scene Editing: How To
Post by: Jacko on August 31, 2011, 01:04:59 pm
Yes.. There is apparently a couple of people that have a working redone entry code that fixes the random spawn points in siege. Spawning mid air (or in walls, underground and so on), is not because of bad entry points (usually..) but because of some strange siege entry point script. Stay tuned.
Title: Re: Scene Editing: How To
Post by: Volos on September 11, 2011, 09:56:07 pm
Where you wrote "Despair" in red when explaining about the scripts part of your tutorial, what are you suppose to do there or go straight to the next setp?

I've been following all the steps till "Despair".

Let me know, message me. I want to be able to make a playable multiplayer map for the NA or EU servers.
Title: Re: Scene Editing: How To
Post by: Jacko on September 11, 2011, 10:38:48 pm
With python, the script part you need to edit looks like this:
(click to show/hide)

Without it, it's just long line of numbers, "uneditable":
(click to show/hide)

Despair

If your serious, get python working, it's fairly easy to set up and it will make everything So. Much. Easier.
(link in the first post)
Title: Re: Scene Editing: How To
Post by: zagibu on September 12, 2011, 08:13:01 pm
Where you wrote "Despair" in red when explaining about the scripts part of your tutorial, what are you suppose to do there or go straight to the next setp?

I've been following all the steps till "Despair".

Let me know, message me. I want to be able to make a playable multiplayer map for the NA or EU servers.

That's what you should do, to despair. The problem is, it's not possible to continue there, because you need an id that is generated by the module system. So, either you do the whole thing with the module system, or you do it using Kong Ming's guide. Or you just edit an existing map and paste your terrain code over the correct entry in scenes.txt. That's what I'd do, if I were you. Modify the entries of an existing map (preferably one of the same game mode you use), instead of adding new entries to strings, scenes and scripts.txt. By modifying I mean changing the name, setting your .sco path and pasting the terrain code. Then you can cut these lines and deliver them with your finished map.

But if you are a patient man, it might be better to set up the module system, by reading the link in the original post. You can skip the quick scene chooser, as hosting the map is convenient enough IMO.

Also, if you don't care whether your maps also work in native, you might want to work in a copy of the cRPG module, not the native module, as the cRPG module has additional scene props.
Title: Re: Scene Editing: How To
Post by: Lactating Vegetables on November 06, 2011, 07:16:31 pm
what about the defend the virgin game mod?

what is the spawn for the virgin?
Title: Re: Scene Editing: How To
Post by: Niemand on November 23, 2011, 03:15:45 am
Okay people.

Since I got no answer in the irc, I will ask it here...

I started mapping three days ago, since I need a new map for my little Project for cRPG.
What I did:

My questions right now are:
- How do I get a portcullis/drawing-bridge with a wind or a lever that works, like in Siege-Mode?
- How can I place Invisible walls (What Name do they have, if they are there? I only found "ai_limiter" and I can run through them in testing-mode), since I dont want people to fall down from the walls (It will be an event-map, so that makes sense.)
- How can I give my skeleton a Turban?
- Is there a possibility to make that stakes hurt players/horses on contact?
Title: Re: Scene Editing: How To
Post by: gazda on November 23, 2011, 07:53:54 am

My questions right now are:
- How do I get a portcullis/drawing-bridge with a wind or a lever that works, like in Siege-Mode?
- How can I place Invisible walls (What Name do they have, if they are there? I only found "ai_limiter" and I can run through them in testing-mode), since I dont want people to fall down from the walls (It will be an event-map, so that makes sense.)
- How can I give my skeleton a Turban?
- Is there a possibility to make that stakes hurt players/horses on contact?

-you need to place a scene prop named "winch_b"(winch_a wont work so it has to be winch_b) near the scene prop named "portcullis".
  when the map is done and you test it, what winch will open the nearest door to it. So if you would have more porcullis', every portcullis   
  will be open by nearest winch.

-you need to use scene prop "barrier_xm"(there are more different size of barriers, barrier_8m, barrier_20m etc., but it doesnt really 
 matter couse you can resize them) there are 2 sides of that scene prop, red and green, trough red side, you cannot pass trough, but
 trough green you can. So be sure to put it on the right side.

-you can use some of the skeleton scene props to make a skeleton, and for turbans, when you edit your scene, theres a drop down
 menu where you can choose from, scene_proops, flora_kinds, item_kinds, passages, Choose item_kinds, it will give you a list of all items
 in crpg, and you can then use those same way as scene props.  crpg has some turban helmets, just choose the one you like ans make
 and place it on the head of skeleton

-no, you cant do that.
Title: Re: Scene Editing: How To
Post by: Niemand on November 23, 2011, 09:00:46 am
Great! Thank you for this perfectly understandable answer!
Title: Re: Scene Editing: How To
Post by: obitus on December 04, 2011, 10:19:42 pm
I notice that only 32 spawn points are allocated per team for Battle maps.  How does this work when there are ~55 players on each team?

I see that in Bear Tavern there is only one spawn point for either team, whereas in Attack on a Caravan there are 32 for each team.  I assume that clusters of players spawn when there aren't enough defined spots. 

How exactly does this work?  I have some ship spawns that will require precision.
visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/714/tropical0.jpg/)


edit: looks like cRPG battle just uses one spawn point per team.  I'll just drop the players on the beach to start.
Title: Re: Scene Editing: How To
Post by: Jacko on December 04, 2011, 11:48:16 pm
From my experience, either use all the spawn points for each team (0-31, 32-64) or use 0 and 32 on "safe" spots (big open places). In regular battle, there is (usually) no need to use anything other then 0 and 32 spawns. Yes, it clusters the player around the available spawns (which might leave players in inconvenient spots if they are pushed too far *cough*).
Title: Re: Scene Editing: How To
Post by: obitus on December 05, 2011, 01:53:53 am
Ok...I've been taking notes by watching the starts of rounds in the main server.

Most maps do seem to only have one spawn per side, but I actually prefer maps with more spread-out starts.  There's one ruins map in particular in which it was apparent that it's a better idea to have multiple spawns - cavalry aren't wedged together, so there's less team damage out of the gates.

I'm still not exactly certain how it chooses which spawns and when, but I'm brave enough to put some spawns on the ships, even if most are on the dock/beaches...
Title: Re: Scene Editing: How To
Post by: obitus on December 05, 2011, 10:08:33 am
I cannot get bots to spawn in cRPG in any map, under any circumstances, waiting for any amount of time.

The timer in the top right ticks down to 4:59 and then immediately resets to 5:00.  Nothing ever spawns.

What am I doing wrong?
Title: Re: Scene Editing: How To
Post by: obitus on December 05, 2011, 10:53:43 am
Okay it looks like you can somehow increase teh bot limit in vanilla to test with 100v100 (200 bots), but there's no clues anywhere on the entire fucking web on how to do that.

Please help me.  I am intensely frustrated.
Title: Re: Scene Editing: How To
Post by: Peasant_Woman on December 05, 2011, 11:27:44 am
Okay it looks like you can somehow increase teh bot limit in vanilla to test with 100v100 (200 bots), but there's no clues anywhere on the entire fucking web on how to do that.

Please help me.  I am intensely frustrated.

Doing this involves downloading the dedicated server files, and hex editing. Official Forums (http://forums.taleworlds.com/index.php/topic,168419.msg4085596.html#msg4085596) I don't know more than that.

Honestly you'd be better off just setting your map to host on a server with 64 bots, 32 per team which leaves you in spectator to observe if any get stuck when spawning. In my experience bots take about 10-15 seconds to all pick a team and spawn, so if nothing happens at first wait for a little while.


I cannot get bots to spawn in cRPG in any map, under any circumstances, waiting for any amount of time.

The timer in the top right ticks down to 4:59 and then immediately resets to 5:00.  Nothing ever spawns.

What am I doing wrong?

Check that the 'time per round' or similar option in the server hosting interface is long enough for bots to actually spawn. It takes them a while to pick a team and start after the server is made.

Ok...I've been taking notes by watching the starts of rounds in the main server.

Most maps do seem to only have one spawn per side, but I actually prefer maps with more spread-out starts.  There's one ruins map in particular in which it was apparent that it's a better idea to have multiple spawns - cavalry aren't wedged together, so there's less team damage out of the gates.

I'm still not exactly certain how it chooses which spawns and when, but I'm brave enough to put some spawns on the ships, even if most are on the dock/beaches...

The easiest way to get a feel for the battle spawns is just to try them. I remember reading on a map editing guide how if you use all the spawns (instead of just 0 and 32) for battle they can work, and they can be a little weird due to the insane spawning script this game has. Best to keep all a teams spawns relatively close together (and not anywhere near the other teams spawns).

EDITED: Grammar
Title: Re: Scene Editing: How To
Post by: obitus on December 06, 2011, 01:43:27 am
Alrighty here's what I've learned...

-In Native module, even though the player limit is 64 you can still add 100 v 100 bots and they will all spawn.
-cRPG module cannot spawn bots.
-Only spawn points 0 and 32 are used in Battle in Native.  (One spawn point per team).  Who the fuck knows on cRPG, it can't spawn bots.
-Here's how the one spawn point per team works...a row of players is spawned starting at the entry point arrow, then to the right of it.  This continues until about 10 players are spawned OR the row of players hits a barrier, at which point the next row starts up behind the arrow.
Title: Re: Scene Editing: How To
Post by: Glyph on December 27, 2011, 09:57:21 am
is placing objects just a matter of dragging and dropping or?...
i'd like to know because i might make some maps of my own

thx
Title: Re: Scene Editing: How To
Post by: gazda on December 27, 2011, 10:42:04 am
is placing objects just a matter of dragging and dropping or?...
i'd like to know because i might make some maps of my own

thx

yes
Title: Re: Scene Editing: How To
Post by: Glyph on December 30, 2011, 10:36:27 am
yes
but i saw a shitload of codes and i'm not good at that! i'm making maps for crpg already(in minecraft, i know but just for the idea) and its simple as hell in there, but i have no idea how to do the coding. can you explain it to me?(watcher of Panos's pictures on TS :lol:)
Title: Re: Scene Editing: How To
Post by: Teeth on December 31, 2011, 12:39:24 pm
but i saw a shitload of codes and i'm not good at that! i'm making maps for crpg already(in minecraft, i know but just for the idea) and its simple as hell in there, but i have no idea how to do the coding. can you explain it to me?(watcher of beer's pictures on TS :lol:)
Just make sure you carefully follow the steps explained here, it's made very simple.

http://forum.c-rpg.net/index.php/topic,1385.0.html
Title: Re: Scene Editing: How To
Post by: monsterbrum on December 31, 2011, 01:04:15 pm
I worked an whole day on an cool map, but than... poof, it disapeared.. -.-
Title: Re: Scene Editing: How To
Post by: Glyph on December 31, 2011, 08:58:40 pm
Just make sure you carefully follow the steps explained here, it's made very simple.

http://forum.c-rpg.net/index.php/topic,1385.0.html
ok, thx
Title: Re: Scene Editing: How To
Post by: Mustikki on January 05, 2012, 03:45:54 pm
I worked an whole day on an cool map, but than... poof, it disapeared.. -.-

Remember to save your map every now and then. By closing the editor mode.