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op2_sdk:mapmaking [2016/11/02 20:25] – created vagabond | op2_sdk:mapmaking [2017/07/27 00:50] (current) – [Outpost 2 Mapper] vagabond | ||
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- | ===== MAP File Overview | + | ===== Outpost 2 Mapmaking |
- | {{outpost_2: | + | {{outpost_2: |
Each Outpost 2 scenario (sometimes called a mission) requires a supporting .MAP file. The MAP file contains the tiles and associated metadata required to create a swath of New Terran Terrain. Typically, maps are created and edited with the OP2Mapper. Preexisting maps may be used for new scenarios with no modifications. For inspiration, | Each Outpost 2 scenario (sometimes called a mission) requires a supporting .MAP file. The MAP file contains the tiles and associated metadata required to create a swath of New Terran Terrain. Typically, maps are created and edited with the OP2Mapper. Preexisting maps may be used for new scenarios with no modifications. For inspiration, | ||
+ | |||
+ | For more information on the Outpost 2 SDK, scenario DLLs, and tech tree files, see the [[op2_sdk: | ||
**WARNING: | **WARNING: | ||
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===== Outpost 2 Mapper ===== | ===== Outpost 2 Mapper ===== | ||
- | For more information on the Outpost 2 Mapper, see the [[op2_sdk: | + | For more information on the Outpost 2 Mapper, see the [[outpost_2: |
+ | |||
+ | ===== Tile Types ===== | ||
+ | |||
+ | There are three major terrain types in Outpost 2, Mud (light gray), Rock (dark gray/lava rock), Sand (orange). | ||
+ | |||
+ | ===== Cell Types ===== | ||
+ | |||
+ | Each tile in Outpost 2 has both an associated terrain and cell type. The cell type controls how the tile behaves mostly independent of which image is selected. | ||
+ | |||
+ | **Cell type factors: | ||
+ | |||
+ | * Can vehicles pass over tile | ||
+ | * How fast do vehicles pass over tile | ||
+ | * Is the tile a cliff (affects ability of some weapons to fire across) | ||
+ | * Is tile a fumarole | ||
+ | * Is tile rubble | ||
+ | * Is tile a variation of a wall | ||
+ | * Is tile a tube | ||
+ | |||
+ | For standard terrain, the following cell types are typically used: | ||
+ | |||
+ | ^Cell Type^Typical Associated Tile^ | ||
+ | |cellFastPassible1|Mud vegetation| | ||
+ | |cellFastPassible2|Mud| | ||
+ | |cellMediumPassible1|Sand| | ||
+ | |cellMediumPassible2|Rock| | ||
+ | |cellSlowPassible1|Lava rock (dark)| | ||
+ | |cellSlowPassible2|Rippled sand/Lava rock with bumps| | ||
+ | |cellImpassible1|Mud/ | ||
+ | |cellImpassible2|Meteor craters, cracks/ | ||
+ | |cellNorthCliffs| | | ||
+ | |cellCliffsHighSide| | | ||
+ | |cellCliffsLowSide| | | ||
+ | |cellVentsAndFumaroles|Fumaroles (passable only by GeoCons)| | ||
+ | |cellDozedArea| | | ||
+ | |cellRubble| | | ||
+ | |cellNormalWall| | | ||
+ | |cellMicrobeWall| | | ||
+ | |cellLavaWall| | | ||
+ | |cellTube0|Tubes and areas under buildings| | ||
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