Author Topic: Blank map 1  (Read 1788 times)

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Offline Commodore_Axephante

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Blank map 1
« on: December 16, 2012, 08:44:51 am »
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Hi guys,

Hope I haven't already screwed myself, but here's the deal:

I have done lots of scene editing on vanilla M&B - as in, editing already existing scenes. I was really excited to see CRPG's "Scene Editor" tool - finally, a chance to start from scratch - so I hit it with all of the skills I had from my casual alterations before.

Now, my "blank map 1" is a custom map. Not sure where to go from there. Can I rename it? How do I test-play it (it won't appear when I select "host a game" or what have you, skipping right to Blank 2 on the list).

Thanks for helping a first timer. Hopefully I can contribute some good maps to the community, once I have a better handle on what I'm doing.

Offline Chagan_Arslan

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Re: Blank map 1
« Reply #1 on: December 16, 2012, 12:18:17 pm »
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i think you should read peasant's woman guide on map making before you start, its a sticky in this forum section

later if you want to rename it you need to check the strings.txt change scn_blank_map1 blank_map1 , something like that

Offline Commodore_Axephante

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Re: Blank map 1
« Reply #2 on: December 16, 2012, 10:28:51 pm »
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Thanks, but the guide doesn't answer my issue - my map does not appear on the map list when I try to host a game.

Anyone know what might be happening?

Offline Jarold

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Re: Blank map 1
« Reply #3 on: December 17, 2012, 12:09:57 am »
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How about you just swap out the scene code and map file (.sco) with say "scn_blank_101.sco". Just a little bit of renaming is all that's needed.

For the scene code just rename the bolded words :

scn_blank_1 blank_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030000500000aee6a00005d4d000053ba00005225
  0
  0
 outer_terrain_plain


To :

scn_blank_101 blank_101 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000030000500000aee6a00005d4d000053ba00005225
  0
  0
 outer_terrain_plain

Offline Jacko

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Re: Blank map 1
« Reply #4 on: December 17, 2012, 08:58:29 am »
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You will have to replace a map with your current map, since there is no way to edit scripts (where you need to edit to be able to host the map). I'd also advice to not use blank 1, it's used for other things.

What theleptonkid suggested.
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Offline zagibu

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Re: Blank map 1
« Reply #5 on: December 20, 2012, 01:00:47 am »
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There is a way to edit scripts with the module system, but I guess it's too complicated for most people.
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Offline Commodore_Axephante

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Re: Blank map 1
« Reply #6 on: December 20, 2012, 06:52:46 am »
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There is a way to edit scripts with the module system, but I guess it's too complicated for most people.

You guessed right, Hongo. If I could do that, I would be running this planet by now.

Alas, I'm still down here in the mailroom.

Offline Thranduil

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Re: Blank map 1
« Reply #7 on: December 20, 2012, 08:17:19 am »
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http://forums.taleworlds.com/index.php/topic,112508.0.html

From here, download Python, The Module System, and Notepad++ if you don't already have it. Don't bother with quick scene chooser. I never did. If I remember, it was buggy anyways.

For detailed use and editing of your module: http://forums.taleworlds.com/index.php/topic,131475.0.html


Welcome to heaven.


PS.  Ah, keep in mind that special scripts (things that permanently control the weather/environment of a map using module_scenes.py) won't show up in cRPG servers unless directly placed there by a mod (in the same way you placed it in module_scenes.py).

Have fun!
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Offline Jacko

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Re: Blank map 1
« Reply #8 on: December 21, 2012, 09:00:25 am »
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No need to install the module system, since the cRPG one isn't public anyway. Copying over other maps is easier and takes less time (and since you have 200 blank ones you won't really run out).
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Offline Thranduil

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Re: Blank map 1
« Reply #9 on: December 21, 2012, 09:30:30 am »
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No need to install the module system, since the cRPG one isn't public anyway. Copying over other maps is easier and takes less time (and since you have 200 blank ones you won't really run out).

True this. The Module System is honestly at its most useful when making a seige map. (you can actually test moving objects).  Keep playing around and make more maps. Make crappy maps (I made quite a few). You'll learn the most this way. For example, just copy Native and rename it to something else and use that 'new' module to edit maps with.

Oh yeah. Another good piece of advice. Copy an .sco map that has very low size (eg. 1kb) and rename it to the file of the map you are editing (eg. scn_village_2.sco). This will help keep your file size low. Well, anyway, I'm always glad to see a new mapper.
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Offline Jacko

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Re: Blank map 1
« Reply #10 on: December 22, 2012, 01:26:57 pm »
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You can test siege maps just fine. Start the crpg launcher, untick the WSE2 beta box, start cRPG. Press Play cRPG>Host Game. Then just choice whatever map you want to test out (assuming you have done the other steps to replace a map).

Using the regular warband icon and starting cRPG then hosting, will cause you to crash out.
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Offline Commodore_Axephante

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Re: Blank map 1
« Reply #11 on: January 04, 2013, 08:32:36 am »
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Alright, here's a few questions for the crew, since I seem to have a dedicated audience here:

1. Can I make custom objects for these scenes, or does CRPG require I use the stuff already present in the module?

2. Any idea how to script objects to move like siege towers? I'm working on something involving two ships approaching one another, where the players can leap across the gap and have at it.

3. Finally, referencing the previous two questions, do you think a battle map revolving around steampunk flying ships would be too "rpg" for crpg? ...it's just that I've made some pretty badass flying ships out of windmills, wooden fortress and boat parts, and if I could get them to careen toward one another, I think we could all have a great time bloodying their decks.
         EDIT: just saw the "no fantasy maps" rule in the sticked submissions thread. But, question 2 still stands. They'll just be non-flying ships.
         EDIT: Jesus, I guess the whole ships thing would count as a "mirror" map, which is apparently also not cool. Anyway, question still stands for my own education, even if we're not allowed to have nice things.
« Last Edit: January 04, 2013, 08:39:51 am by Commodore_Axephante »

Offline Zlisch_The_Butcher

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Re: Blank map 1
« Reply #12 on: January 04, 2013, 04:25:01 pm »
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Alright, here's a few questions for the crew, since I seem to have a dedicated audience here:

1. Can I make custom objects for these scenes, or does CRPG require I use the stuff already present in the module?

2. Any idea how to script objects to move like siege towers? I'm working on something involving two ships approaching one another, where the players can leap across the gap and have at it.

3. Finally, referencing the previous two questions, do you think a battle map revolving around steampunk flying ships would be too "rpg" for crpg? ...it's just that I've made some pretty badass flying ships out of windmills, wooden fortress and boat parts, and if I could get them to careen toward one another, I think we could all have a great time bloodying their decks.
         EDIT: just saw the "no fantasy maps" rule in the sticked submissions thread. But, question 2 still stands. They'll just be non-flying ships.
         EDIT: Jesus, I guess the whole ships thing would count as a "mirror" map, which is apparently also not cool. Anyway, question still stands for my own education, even if we're not allowed to have nice things.
C-rpg requires that you use the objects in the model and I doubt you'd be able/allowed to script objects to move/do random shit.
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Offline Commodore_Axephante

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Re: Blank map 1
« Reply #13 on: January 04, 2013, 06:07:39 pm »
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Thanks Zlisch. You meant Module, not model, right?

Anyone know if siege towers even work when you try to run them on a "battle" map?

...I still think I might be able to work something out, here. Two ships built from present game models, set to sail up and intersect, each loaded with its own team. Nothing fantastical or mirrored about it. Certainly less grand than what I had in mind, but yeah, I'm down for the challenge.

Offline Thranduil

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Re: Blank map 1
« Reply #14 on: January 05, 2013, 02:19:18 am »
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Thanks Zlisch. You meant Module, not model, right?

Anyone know if siege towers even work when you try to run them on a "battle" map?

...I still think I might be able to work something out, here. Two ships built from present game models, set to sail up and intersect, each loaded with its own team. Nothing fantastical or mirrored about it. Certainly less grand than what I had in mind, but yeah, I'm down for the challenge.

Unless something changed, siege towers only move in Siege mode, but movable ladders work in either Siege or Battle mode AFAIK.
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