outpost_2:mapmaking

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outpost_2:mapmaking [2015/10/11 14:52] – Trying to find out why line breaks weren't appearing. drankofoutpost_2:mapmaking [2016/03/10 15:57] vagabond
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-[DO THIS FIRST]+====== Introduction to the Files ======
  
-1Install Microsoft Visual Studio with support for C+++**Map Directory File Construct when Starting Out:** 
 +  * BaseData.h - - This is where you declare a lot of structures (I think of them like complex variable arrays)
 +  * Main.cpp - - This is where the map is initialized. It will "#include" a lot of the other files, naturally. 
 +  * OP2Script.dsp - - This is ... the developer studio project file ... whatever that is. 
 +  * OP2Script.dsw - - This is ... the developer studio workspace file ... whatever that is.
  
-NOTE: This take while, follow [this link] and install. This is a time-consuming process.+**The following files are generated by Visual Studio:** 
 +  * OP2Script.ncb - - This is non-plain text data file. 
 +  * OP2Script.opt - - This is a file that is generated and edited by Visual Studio. 
 +  * OP2Script.plg - This is another file that is generated and edited by Visual Studio.
  
  
-2) Get the DLL SDK and decompress it somewhere.+**Terrain File:**
  
-3) Copy the "Multiplayer Hooville\" or "Multiplayer\" directory and rename it to the name of your future map.+[yourmapname].map - - This gets edited with the [[outpost_2:mapper|OP2Mapper]] program. Actual unit and building placement is done in the data files above. Placing units in this program is only useful to help you export the code to the files above. For help editing different tilesets, read up on the [[outpost_2:mapper|OP2Mapper]] page or on the [[outpost_2:addons:greenworld|Greenworld]] page.
  
  
-Map Directory File Construct: +====== Rule of Thumb ====== 
-  * BaseData.h - This is where you declare a lot of structures (I think of them like complex variable arrays). + 
-  * Main.cpp - - This is where the map is initializedIt will "#include" lot of the other files, naturally+As any map-making tutorial will tell you, make sure you plan out/draw out your map by hand firstIf you're just playing around, try to just make simple 1 on 1 last one standing map with standard starting units
-  * OP2Script.dsp - - This is ... the developer studio project file. + 
-  * OP2Script.dsw - - This is ... the developer studio workspace file. +====== Editing: Where to Begin? ====== 
-  * OP2Script.ncb - - This is ... the non-plain text data file. + 
-  * OP2Script.opt - - This is ... a file that is generated and edited by Visual Studio+The order in which you go about editing and designing your map is not important, but I would suggest mapping it out in the Mapper map editor firstYou'll probably go back and forth as you make adjustments
-  * OP2Script.plg - - This is ... another file that is generated and edited by Visual Studio.+ 
 +====== Basic Introduction to Mapper ======
  
 +It's buggy. **Save after every single action.**
  
-Terrain File+**To Copy + Paste:** Click on the copy icon up top, left click on the top let of the area you want to copy, then left click again on the lower right of the area you want to copy. The pasting part is simple and intuitive, click on the paste icon at the top, then you'll see a box representing where the copied tiles will go.
  
-.map file - - This gets edited with the OP2Mapper program. Don'try placing buildings or units with this.+At present, copying and pasting doesn'copy and paste cell type data.
  
 +**What's a cell type?** Every grid has a layer of data attached to it (visible by pressing the third icon in the top left of the detailed map view window) wherein information like whether a grid is passable, or whether a unit moves slowly over it or quickly over it is saved.
  
-Editing +----
-Mapper+
  
 + - //Go Back to [[outpost_2:outpost_2|Outpost 2 Main page]]//\\
 + - //Go Back to [[http://wiki.outpostuniverse.org/doku.php?id=start|Wiki Home Page]]//
  
  • outpost_2/mapmaking.txt
  • Last modified: 2016/11/03 04:17
  • by vagabond