outpost_2:mapmaking

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outpost_2:mapmaking [2015/10/12 02:57] – New sections, added headings, they're probably all wrong... drankofoutpost_2:mapmaking [2016/11/03 04:17] (current) vagabond
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 +====== Outpost 2 Mapmaking ======
  
-====== Install These ======+Please see [[op2_sdk:mapmaking|the Outpost 2 Mapmaking Page]] for details on making new Outpost 2 maps.
  
-1) Install Microsoft Visual Studio with support for C++ 
  
-NOTE: This take a while, follow [[https://www.visualstudio.com/|this link]] and install Visual Studio. The free version should work just fine. Make sure you include the files required for C++. This is a time-consuming process.+----
  
-2) Get the DLL SDK and decompress it somewhere. + //Go Back to [[outpost_2:outpost_2|Outpost 2 Main page]]//\\ 
- + - //Go Back to [[http://wiki.outpost2.net/doku.php?id=start|Wiki Home Page]]//
-3) Copy the "Multiplayer Hooville\" or "Multiplayer\" directory and rename it to the name of your future map. +
- +
-====== Introduction to the Files ====== +
- +
-**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. +
- +
-**The following files are generated by Visual Studio:** +
-  * OP2Script.ncb - - This is a 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. +
- +
- +
-**Terrain File:** +
- +
-[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:greenworld|Greenworld]] page. +
- +
- +
-====== Rule of Thumb ====== +
- +
-As any map-making tutorial will tell you, make sure you plan out/draw out your map by hand first. If you're just playing around, try to just make a simple 1 on 1 last one standing map with standard starting units. +
- +
-====== Editing ====== +
- +
-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 first. You'll probably go back and forth as you make adjustments. +
- +
-====== Basic Introduction to Mapper ====== +
- +
-It's buggy. **Save after every single action.** +
- +
-**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 copyThe 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. +
- +
-At present, copying and pasting doesn't 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. +
- +
-Play around with it! +
- +
-====== Basic Introduction to Map Coding ====== +
- +
-[THIS IS WHERE I AM CURRENTLY LEARNING IT MYSELF, SOMEONE FEEL FREE TO ADD TO THIS IF I DON'T GET TO IT??]+
  
  • outpost_2/mapmaking.txt
  • Last modified: 2016/11/03 04:17
  • by vagabond